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AUTHORWARE 


Multimedia ~ ° 


/\ 


Multimedia 


Authorware, Inc 
8500 Normandale Lake Blvd., Ninth Floor 
Minneapolis, Minnesota 55437 U.S.A. 
(612) 921-8555 


Copyright © 1987-1989 Authorware, Inc. All rights reserved. This manual may not be 
copied, photocopied, reproduced, translated, or converted to any electronic or machine readable 
form in whole or in part without prior written approval of Authorware, Inc. 


Authorware 1.51-20-09/89 
Printed in U.S.A. 


Authorware, Inc. 


Table of Contents 


Section 1. Sound 


Chapter 1. The Sound Icon 


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Chapter 2. Using the Digitizer 


Digitized Sound option package. ................... 1-7 
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Other items you may need ......... eee eeeee 1-8 

Hooking up the Digitizer .............. eee 1-8 

PUI BOON... 5.5.8 a55s cess sesssstsnsxiessseeoaces 1-9 

Saving a sound to a sound file.................... 1-13 


Chapter 3. SoundWave Reference 


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Components of the Sound window........... 1-16 
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Multimedia 


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ili 


Section 3. Video 


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Appendix A - Video Specifications 
Appendix B - CD-ROM 


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Displaying frame numbers...................0006+ 3-8 
Pisving sound. 5. eee 3-8 
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Replay, Cancel, and OK buttons ............... 3-9 
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Authorware, Inc. 


Multimedia 


Preface 


Congratulations on your purchase of Authorware 
Professional! Key to the state-of-the-art elements that 
make Authorware Professional the best development system 
you can buy are its multimedia capabilities. Three icons — 
Sound, Movie, Video — make it possible for you to easily 
create realistic simulations using engaging media. 


There is terrific power and flexibility in each icon, yet the 
concepts for the use of each remain constant. You'll find 
these capabilities are simple and easy to use and, as you 
gain experience with them, you'll be able to create more 
exciting interactive environments! 


This manual assumes you are already familiar with use of 
the Macintosh™ and Authorware. If this isn’t the case, 
please refer to the Macintosh manual and the Authorware 
Professional manual before proceeding. 


Digitized Sound 


The Digitized Sound feature of Authorware Professional 
includes the Sound icon, the SoundWave™ software, and 
the sound-digitizing hardware you can use to record and 
edit sounds. 


Chapter 1 introduces the Sound icon and its options for 
loading sounds and controlling their playback. Chapter 2 
describes how to record sounds of your own using the Sound 
Digitizer and save them in sound files. Chapter 3 serves as 
a reference guide for the SoundWave™ application. 


Movies 


The Movie features provided with Authorware Professional 
include the Movie icon and the Movie Editor software which 
enables you to create and edit movies for use with the Movie 
icon. With these features you can illustrate concepts and 
procedures realistically and intrigue your users with 
effective animated reinforcement. 


Chapter 1 introduces the Movie icon and its options, and 
illustrates its use in Authorware. The remainder describes 
use of the Movie Editor software in creating movies. 
Chapter 2 gives a brief overview of the Movie Editor 
windows and menus. Chapter 3 contains a short tutorial to 
help you get the Movie Editor application started and run it 
through its paces. Chapter 4 serves as a reference manual 
with detailed descriptions of Movie Editor features. 


Video 


The Video Interface features provided with Authorware 
Professional include the Video icon and support for several 
video players. The video icon can be placed anywhere 
within your file to control an attached video player and 
direct the playback of video segments and their sound 
tracks. 


Chapter 1 introduces the Video icon and its options. It 
describes using the video controller, specifying the playback 
parameters, and building in user-control of the video 
segments. 


Support is provided for Pioneer LDV-4200 and LDV-6000, 
McDonnell Douglas LaserFilm, Panasonic TQ2026F and 
TQ2027F and SONY 1000 series players at the time of this 
printing. 


Authorware, Inc. 


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Chapter 1. The Sound Icon 


e Capabilities 


Sound icons allow you to use a large variety of sounds in the 
applications you design. Recorded speech, music, and sound 
effects can become interesting and effective components. 
You can place Sound icons anywhere in your file and adjust 
the sound playback to your needs. Use of sound opens a 
whole new way of communicating with your users! 


e Options 


To get started, open a file in which you would like to include 
use of sound. 


Choose the location on the flow line at which you wish a 
sound to be played. Then simply drag a Sound icon from 
the palette of design icons to the chosen location. When you 
release the mouse button, a Sound icon named “Untitled” 
will be added to the flow line and highlighted. 


Title the newly placed icon in the usual way (see “Titling 
Icons” in Chapter 3. of the Authorware Professional 
Reference manual). 


Double-click the titled Sound icon to open it, and two more 
windows will appear on your screen. The top window (i.e., 
the “Load” window) asks you to choose which sound file 
should be opened and used here. Select the file containing 
the sound that suits your purposes and double-click its 
name or click the “Open” pushbutton. 


Section 1. Sound 1-1 


Chapter 1. The Sound Icon 


Sound 
D Glass bell KS 


0 Hello 

© Instruments 
© Miscellaneous 
© Voices 


OQ Whistle 


wa 


Load which sound? 


Speed (% of normal): 


Start playing when TRUE: 


Play sound: 
@ one time 


ih ay, times 


© until condition is TRUE: 


Sound 


Options 


When you click “Open”, the Load window 
will close and you will see the Sound icon 
options window. This window provides 
options to control how your sound is used in 
Authorware. 


First, click “Play” to play back the sound you 
have loaded. If it isn’t the correct one, click 
“Load” to open the Load window and choose 
a different sound. 


“Stop” is a companion to Play. You can click 
it to halt playback of a sound. 


Speed (% of normal): 


The “Speed (% of normal):” slot allows you to leave the 
playback speed at its normal value (i.e., 100%) or choose 
another rate expressed as a per cent of the normal speed. 
Values less than 100% play slower and values greater than 
100% play faster than the sound as it is stored in the sound 
file. You can enter a number (e.g., 125) or a variable (e.g., 


“rate”) in the slot to control the speed of playback. 


A pop-up menu is provided with 
options for controlling concurrent 
presentation activities. 


“ Wait until done 


Concurrent 
Perpetual 


If you choose “Wait until done,” 
Authorware will suspend the 

running of your file until the sound is done playing. No 

subsequent icons will be presented until the sound playback 


has finished. 

If you choose “Concurrent,” your 
sound will begin playing when the 

Sound icon is encountered, and Authorware will continue to 

present subsequent icons while the sound plays. This 

feature is especially useful for playing a sound to 

accompany an action on your screen. 


Authorware, Inc. 


Play sound: 
@ one time 


oO | times 


© until condition is TRUE: 


Section 1. Sound 


Making changes 


Perpetual As with “Concurrent”, the 


“Perpetual” option presents the 
following icons while the sound is playing. In addition, if 
you choose “Perpetual,” the sound can be activated or its 
speed changed through subsequent changes 1 in the values of 


ee ” and “Speed (% of normal):,” mere 


For example, with “Perpetual” selected, you can cause the 
sound to play eee the value of the ee or 

from FALSE to TRUE. Similarly, you can aiaive playback 
speed by altering the value of the entry in the Speed slot. _ 


The “Play sound:” options tell Authorware how many 
times to play the sound. The default selection is to play the 
sound “one time.” You can specify multiple repetitions by 
selecting the “__ times” option and entering a number or a 
variable in the slot. You can also specify that the sound 
should play repeatedly by selecting the “until condition is 
TRUE:” option and entering a condition in the slot. 


When you have selected the options you desire, click “OK.” 
The Sound icon options window will close, and you can use 
“Run” or “Run from flag” (Try it menu) to see if your sound 
is working the way you wish. 


Making changes F 
If you want to make changes, simply open the Sound icon 
and choose different settings in the options window. 


Substituting sounds 


To substitute a different sound be sure that the sound you 
want has already been recorded and resides in a sound file 
on a disk. If it does, all you need to do is load the 
replacement sound. If it does not, you must first create the 
new sound and save it in a sound file using the procedures 
discussed in “Recording a sound” and “SoundWave 
Reference” later in this manual. 


1-3 


Chapter 1. The Sound Icon Editing the sound 


Double-click the icon for the sound you want to replace. 
The Sound icon options window should then appear. Click 
the “Load” pushbutton to activate the Load window. 


Now, select the sound file you 

= want to load and double-click or 
click “Open.” The newly-selected 

D Glass bell sound will load into your file and 


D Hello : replace the previous sound. 
© Instruments 


C2 Miscellaneous 


C2 Voices 
QD Whistle 


Load which sound? 


Editing the sound 


You can access the SoundWave™ application 


pa. uan wish. ta seve this file from the Sound icon options window in order to 
taht neat ed oa its edit the currently-loaded sound file. To edit the 
; sound, open the options window by double- 
clicking the appropriate Sound icon (if it is not 
already open), and click the “Edit” pushbutton. 


You will be asked to confirm whether you wish 
to save the file and complete the jumpout or to 
cancel the operation. Choosing “OK” at this point saves the 
file to disk and executes the jumpout to SoundWave with 
the currently-loaded sound file attached. ee 


Use SoundWave features to make edits to the sound (see 
Section 1, Chapter 3. Multimedia Reference manual for 
details). When you are finished, choose “Quit” from the 
SoundWave File menu, and you will be returned to 
Authorware at the point at which you left. 


Authorware, Inc. 


Example 


e Example 


A set of sample SoundWave sound files is included on the 
Sound disk. You can use these sounds in your application 
or create your own sounds to meet a particular instructional 


need. 
Pollenation In the file design windows shown here, the Map 
Level 2 icon “Stamen” is attached to the Interaction icon 
“ 4 9” 
where isiten? cane ae : pollen? as a correct answer, Map 
etl Stamen” includes a Sound icon “Buzz” as part 
~Sepal en of the feedback. When the user matches this 
response, the feedback icons are presented to the 
user. 


Level 3 


The Sound icon “Buzz” is set to play 
concurrently with the Animation icon that 
follows it. Since the “Buzz” sound is rather 
short, the developer has set it to play five times 
so the sound will continue to play during the 
time that the “Bee” is being animated. _ 


Speed (% of normal): 


Start playing when TRUE: 


Play sound: 
© one time 


@ Ben times 


© until condition is TRUE: 


Section 1. Sound 1-5 


Chapter 1. The Sound Icon 


1-6 Authorware, Inc. 


Chapter 2. Using the Digitizer 


e Digitized Sound option package 


The sound digitizer with the cable for connecting it to your 
Macintosh™ is in the box labeled “Sound Digitizer”, A disk 
containing the SoundWave software along with a small 
library of sound files is in the Authorware Software booklet. 
Depending upon which kind of hardware you have, the 
package also may contain a separate microphone and power 
transformer. If any of these items is missing, contact 
Authorware, Inc. immediately. 


Sound digitizer 


The sound digitizer is essential for recording and digitizing 
sounds that you want to store for later use. The digitizer is 
designed to be used with the SoundWave software. Its 
features and their use are described in later sections. 


SoundWave software 


The SoundWave software application is the link between 
the Macintosh and your sound digitizer. It can also be used 
without the digitizer to load, play, modify, and save sounds. 
(The digitizer is needed only to record sounds.) 


Library of sound files 
Included on the Sound disk is a small set of sample pre- 
recorded sound files. These can be accessed and played or 


modified with SoundWave or loaded into a through use of a 
Sound icon. 


Section 1. Sound 1-7 


Chapter 2. Using the Digitizer 


Hooking up the Digitizer 


Manual 


This manual is your guide to the Digitized Sound option 
for Authorware. It assumes that you know how to use 
your Macintosh and that you understand the basics of 
developing applications with Authorware. 


Other items you may need 


Your sound digitizer comes with an internal microphone 
(some have a separate microphone) for use in recording 
your sounds. You may, however, want to use a different 
source such as a tape recorder. If so, you will need to — 
plug this device into your digitizer in the line jack. If 
you need an adapter for your recorder, the jack on the 
digitizer is a standard jack that should be available at 
most electronics stores. 


Hooking up the digitizer 


In order to hook up the sound digitizer, follow the simple 
steps listed below. 


cds 
O 2 
U 3 
A 4 
O 56 


Make sure your Macintosh is turned off. It is good 
practice to turn off your Macintosh before 
connecting any peripheral. 


Plug the digitizer connector cable into either the 
modem port or the printer p port on the back of your 
Macintosh. 


If your digitizer requires an external microphone, 
plug the mike into the “MIC” jack on the digitizer. 
If you want to use a different sound source, plug it_ 
into the “LINE” jack on the front of the digitizer. 


If your digitizer requires an external power pack, 
plug the power cord from the transformer into the 
back of the digitizer, and plug the other end into a 
110V-120V AC power outlet. 


Turn on the digitizer, if necessary, and turn on your 
Macintosh. 


Authorware, Inc. 


| Record... 3R ' 


Record... 


Sampling rate: 


@ 22 khz. 
© 11 khz. 


Best, most memory 
Good quality 


© 7.5 khz. Average quality 
© 5.5 khz. Least memory 


Memory for 32.54 
seconds of recording. 


Digitizer in: 


Section 1. Sound 


Recording a sound 


Insert the Sound disk. In accordance with the 
license agreement, you may make a single working 
copy of the Sound disk or copy the SoundWave 
application and the library of sound files to your 
hard disk. Set the original Sound disk aside for 
safekeeping. 


Your digitizer should now be fully installed and ready for 
recording. 


Recording a sound 


Open SoundWave as you would any other Macintosh 
application. Double-click the SoundWave icon or select the 
icon and choose “Open...” from the File menu. When 
opened in this manner, the initial screen shows only File 
and Edit menu titles in the menu bar. 


To get started, pull down the File menu and choose_ 
“Record...” The record options 3 window will a appear. 


(J Set the sampling rate for the recording you want 
to make. 


Technical background: The digitizer converts 
the analog sound input into a digital 
representation. Sounds are converted to a series 
_ of numbers, each stored in one 8- bit byte. The 
smallest nonnegative integer that can be stored in 
a byte is 0, and the largest is 255. (These values 
correspond to 2: - 1 and 2: - 1, respectively.) 
Because of this limitation, the numerical 
representation of the sound’s amplitude at each 
sampled instant of time is restricted to between ao 
and 255, inclusive. 4 
Your choice of sampling rate establishes how 
many times per second a numerical value for the 
sound’s amplitude \ will be stored. The higher the 
frequency of sampling, the more storage is 
required. 


1-9 


Chapter 2. Using the Digitizer 


Recording a sound 


As indicated, a sampling rate of 22 kiloHertz (kHz) provides 
the best quality of recording, but requires the most 
computer and disk memory, and a rate of 5.5 kHz requires 
the least memory but provides the least sound quality. This 
range of sampling rates allows you to balance the 
parameters of sound quality and disk space required to best 
fit your situation. Choose the level you want by clicking the 
corresponding radio button on the screen. With 
experimentation and practice you will learn which settings 
work best to achieve particular effects. For now, choose any 
of the sampling rates and experiment with the others later. 


(} Choose the icon for the port in which the digitizer is 
connected. 


If your digitizer is connected to the modem port on the back 
of the Macintosh, click the modem icon so that it is 
highlighted. If the digitizer is plugged into the printer port, 
click that icon. 


() Adjust the “gain” or “volume” on the digitizer. 


This is analogous to setting the recording level. The 
control on the front or side of the digitizer serves as the 
“gain” or “volume” control. On some digitizers, this 
control also controls the power. Your digitizer may need 
to be switched on by turning the control clockwise. On 
some digitizers a light will indicate 


whether the digitizer has been 
eter re te eee ere Po ed switched on (it should appear red). 
Ed 


Turn the “gain” at least halfway to 
the right and click the “Scope” 
pushbutton to activate the Scope 
window. 


The Scope window displays a 
graphical representation of input to 
the digitizer. If you plan to use the 
microphone as your input source, 
speak into it. You will see the 
waveform of the sound of your voice 
on the screen. If you are using a 
different sound source, turn it on. 


Authorware, Inc. 


“Adjusted” sound 


memes 
QeRaCER ee 


“Clipped” sound 


Section 1. Sound 


PAP | 
| STUTMTETE A TT TTT 
iu it | —" ST NM =| Options...” command in the Edit 


Recording a sound 


The waveform of that sound will appear on the screen. 
Nothing is being recorded or saved, but this 
representation of your sound input allows you to set the 
gain. If your digitizer has a light, it will show green 
while the digitizer is processing your sound input. 


BERBER olor the gain control up (clockwise) 
BLA EA 


and down (counterclockwise) to change 


‘BeBe Se the amplitude of the waveform on the 


WM = Scope display. If the amplitude of the 


WT Ada | 
TL fea a waveform is increased so far that it 
PUNLAPAIOLi 


extends off the screen at the top or 

_bottom, you are experiencing 
“clipping.” Clipping refers to the 
truncation of that part of the sound 
which extends past the top and bottom 
of the display. Because only 
amplitude values between 0 and 255 
can be stored with SoundWave, 
turning the gain too high causes 
extreme amplitude values to be 
rounded off to 0 (at the bottom of the 
display) or 255 (at the top of the 
display). To avoid distortion due to 
clipping, adjust the gain so that no 
sound waves are clipped, but the 
largest waves just fill the display in 
the Scope window. 


You can listen to the sound source 
(e.g., a tape recorder) while using the 
Scope window. First use the “Play 


menu and mark the “Play while 
scoping” checkbox. Then activate the Scope window via 
the “Record...” command in the File menu. (See “Play 
Options...” Section 1, Chapter 3 in this manual for 
details.) 


Once you have the gain adjusted properly, click the 
mouse button to return to the “Record...” options. 


Chapter 2. Using the Digitizer 


Recording... 


= Click mouse button to stop. 


(Auto stop in 25.78 seconds.) 


Recording a sound 


Click the “Record” pushbutton_to begin recording. 


Recording begins immediately when you click “Record”. 
You should be ready to provide your sound source right 
away, or you may end up with an unwanted period of 
silence at the beginning of your recording. This is 
usually not a difficult problem, because you can use 
SoundWave options to edit out the silences. However, if 
your sound is long in duration and approaches the limit 
of your computer’s memory capacity, you could run out 
of memory without having recorded the last portion of 
the sound. It is a good practice to start your sound 
immediately when recording begins. 


While recording, a “Recording...” message is displayed. 
(If your digitizer has a light it will show green during 
recording.) 

Click the mouse button to stop recording. 

If you continue to record until all available computer 


memory is used up, SoundWave will automatically stop 
recording. 


SoundWave “Sound window” is 


When you finish recording, the 


1-12 


displayed with the waveform of your 
recorded sound. 


rE You can play the entire 

sound you have recorded by 
clicking the pushbutton in 
the palette of tools at the left of the 
Sound window. 


If you are not entirely satisfied with 
the result, you can: 1) record the 
sound again (by first saving the 
recorded sound to a sound file to free 
up computer memory and repeating 
the steps given above), or 2) modify 
the sound or its playback by using 


Authorware, Inc. 


Saving a sound to a sound file 


some of the many sound editing features provided with 
SoundWave (discussed in Chapter 2, Section 3. 
Multimedia Reference). 


e Saving a sound to a sound file 


When you are ready to save your recorded sound to your 


Record disk, choose “Save” from the File menu. 

New 

Open... If you have not previously saved the file, the “Save” options 

Close a window will appear on your screen. When it does, specify 
merorrres es the name to be used for the sound file and the disk/folder to 
: which it should be saved, and click “OK.” 


The options for specifying file type and saving a 
selection (i.e., a sound segment from the sound 

iL Glass Bah file) are described in Section 2, Chapter 3. in 

C Instruments this manual (see “Save” and “Save as...”). 

C2 Miscellaneous 

2 Voices 

ES apitig tio 


Save the sound as: 


L] $a seiection any 


@ SoundWave © Numeric 
© Resource © Instrument 


Section 1. Sound 1-13 


Chapter 2. Using the Digitizer 


1-14 Authorware, Inc. 


Section 1. Sound 


Chapter 3. SoundWave 
Reference 


SoundWave capabilities 


SoundWave provides a variety of tools for working with 
sounds. You can listen to a recorded sound (either the 
entire sound file or a selected part of it), cut or copy and 
paste a selected sound segment, mix sound segments from 
the same or different sound files, set volume, speed, and 
direction of playback, selectively amplify frequency bands 


Chapter organization 

This Chapter describes all the SoundWave features. It 
begins first with the two types of windows, Sound windows 
and Spectrum windows, and then discusses each of the 
menus and their commands. 

Sound windows 

Opening a Sound window 

Sound windows are displayed when you finish recording a 


sound (see Chapter 2. Using the digitizer) or when you open 
an existing sound file. 


Chapter 3. SoundWave Reference Components of the Sound window 


To open a sound file, you can either: 
1) double-click its icon on the 


al $ i i 
Macintosh desktop display, or 2) open 


D Glass bell a the SoundWave application and use 
© Instruments 


(=) Sound 
ry istehanedus the “Open...” command in the File 
menu. 
Rind 


Whistl 
ea ah You can work with up to four sounds 


at once, each shown in its own Sound 
window. If you have multiple 
windows open, you can select one to be 
active or place them in tiled or stacked 
arrangements with commands in the 
Display menu (see “Display menu” 
later in this Section). 


@ SoundWave © Numeric © Instrument 


Components of the Sound window 


Sound windows are similar to most Macintosh windows. 

The title bar displays the name of an open sound file, and it 

includes the usual close box and zoom box. A resizing box 

appears in the lower right-hand corner, and a scroll bar is 

provided at the right-hand edge. If desired, you can move a 

Sound window to a new screen location by clicking in the 
Title bar title bar and dragging. 


Glass bell EES Scroller 


Information bar Scroll box “handle” 


Scroll box 


Wave display 


1-16 Authorware, Inc. 


Scroll box +| 7 


Section 1. Sound 


Components of the Sound window 


The Sound window also contains some additional features. 
In particular, it displays two different representations 
of your sound’s waveform: 


1. The long, narrow rectangle at the top of the screen 


is called the Scroller. Inside is a compressed 
waveform representation of the entire contents of 
the sound file. It includes a “Scroll box” which can 
be scrolled back and forth through the sound file to_ 
locate a segment to view in greater detail. There is 
a handle attached to the Scroll box: the small 
striped square. Scrolling can be done by dragging 


the Scroll box (or its handle) or by using the Scroll 


arrows at the right-hand end of the Scroller. 


The larger rectangle at the bottom is called the 
Wave display. It displays an enlarged waveform 
for only that portion of the sound file which is _ 
enclosed by the Scroll box in the Scroller. Each byte_ 


of sound, stored asa number from 0 to 0 to 255, is shown 
as a single dot. - 


The size of the Scroll box is in proportion to the 
amount of the sound file that can be displayed in the 
Wave display. For small sound files, the Scroll box 
appears fairly large, because a large proportion of the total 
sound can be displayed in the Wave display. For large 
sound files, the Wave display can only display a small 
subset of the entire sound. In these cases, the Scroll box is 
shown in a smaller size (perhaps only as a line) to indicate 
the smaller proportion of the full sound displayed at the 


Below the Scroller is the Information bar. It shows, for 
the sound displayed in the Sound window, the size of the 

_sound in bytes, the location and length of any currently 
selected sound segment (i.e., the selection), the playback 
speed, and the sampling ae This information is discussed 
later in this Section. 


1-17 


Chapter 3. SoundWave Reference 


Pointer tool 
Selection cursor 
Pencil tool 

Play sound 

Play selection 
Play instrument 


Play clipboard 


1-18 


Tools 


Tools 


At the left of the Sound window is a palette of Tool Icons 
and Play Buttons you can use to work with sounds. 


The top three icons—representing the Pointer, the Selection 
cursor, and the Pencil—change the function of the cursor. 
Clicking a tool icon highlights it and changes the shape of 
the cursor to the chosen tool. 


The Pointer is used to scroll, select menu 
commands, and choose options. 


The second tool, the Selection cursor, is used to 
select a segment of the sound in the file for 
‘manipulation. Similar to other Macintosh 

applications, SoundWave allows you to perform various 

operations on selected items (e.g., selected sound segments). 


To select a segment of your sound file, choose the 
Selection cursor from the palette and click at the beginning 
or end of the sound segment. If you are selecting in the 
Wave display, scroll the sound file until the desired segment 
is displayed. Select the segment either by 1) dragging the 
selection cursor across the waveform, or 2) clicking at one 
end and Shift-clicking at the other to select all the 
information in between. The selected segment will be 
highlighted in black. 


Special features for selecting sound include the following: 


¢ Clicking and dragging off the left or right edge of 
the Wave display causes the display to scroll. 


e Shift-click selects the area between the Shift-click 
and the original click. 


* Command-H moves the left edge of the selection one 
byte to the left. - 


Authorware, Inc. 


Section 1. Sound 


Tools 


¢ Command-J moves the left edge of the selection one 


byte t to the right. 


~¢ Command-K moves the right edge of the selection 
one byte to the left. 


e Command-L moves the right edge of the selection 
one byte to the right. 


The scroller serves two purposes: scrolling and selecting. 
So, while the program is in selection mode (i.e., while a 
sound segment is selected and appears highlighted in the 
Sound window), only the following options are available for 
scrolling: 


e Dragging the Scroll box by its handle 
¢ Use of the Scroll Arrows 


e Scrolling by dragging off the left or right edge of the 
screen 


¢ Command-B scrolls to the beginning of the 
selection. — 


¢ Command-E scrolls to the end of the selection. 
The Pencil tool can be used to make minor 
modifications to the sound by drawing in the 
Wave display. You can’t draw on the compressed 
wave shown in the Scroller, but you can s scroll with the | 
Pencil as well as with the Pointer. 


Play buttons 


The bottom four icons at the left of the Sound window are 
pushbuttons for initiating sound playback. 


"E Ah The function of the Play Sound button is to play 
the entire sound in the sound file. . 


Chapter 3. SoundWave Reference Spectrum windows 


rE 1 The Play Selection pushbutton is used to play the 

: selected sound segment (i.e., that portion of the 
sound file you have selected with the Selection 

cursor) or the entire sound if no sound segment is selected. 


(an The Play Instrument pushbutton plays the sound 

as a Studio Session™ instrument if the current 
situation allows. Studio Session, a product of 
Bogas Productions, is a music editor and player (not 
provided). 


5] The Play Clipboard button is used to play the 
sound segment contained on the Sound clipboard, 


if any. 


e Spectrum windows 


Vertical axis (shows A Spectrum window shows the 
amplitude of each amplitude of frequencies in a series of 
frequency) 1K segments of sound. You can 
create Spectrum windows for the 


Spectrum of Glass be) = entire sound or a selected segment 
using the “Spectrum...” command in 
the Display menu. Up to four 
Spectrum windows may be open at 
once. The contents of the Spectrum 
window may be printed or copied to 
the Clipboard to be pasted into 
another application. Spectrum 
windows may not be loaded or saved. 


The frequency range displayed is 
controlled in the Spectrum options 
window (“Spectrum” in Display 
menu). 


Horizontal axis (Shows Diagonal axis (shows time in 
frequency in Hertz) milliseconds at beginning of 
each 1K slice) 


Although Spectrum windows don’t 
have a resizing box, they may be 
resized by dragging the lower right- 
hand corner of the window, just as if 
a resizing box were shown. 


1-20 Authorware, Inc. 


e Menus 


Menus 


While a sound file is open (i.e., the Sound window appears 
on the screen), SoundWave displays the following menus in 


the menu bar: 


| @ File Edit Wave Display Custom 


The menus and their commands are each discussed in turn 


in the following sections. 


Apple menu 
About SoundWave 


atessessensenneesceccsonscsssnrecesosessssoreesesssessesseosasses| Under the Apple menu, the “About SoundWave...” 


Alarm clock 


Calculator 

Chooser ; 
Control Panel Macintosh. 
Find File : 

Key Caps File menu 


Scrapbook 


command displays a banner with information about 
Authorware, Inc. and the amount of free memory in the 


The File menu commands enable you to perform a number 
of file-related operations. Many of the commands are 


Record... 
New 38N 
Open... #0 
Close sw 
Save S$ 
Save as... 


Record... 


Record... 


ie aoe rane OPE Sampling rate: 
Page Setup... 
Print Options... 


@22khz. Best, most memory 
©O11khz. Good quality 

; © 7.5 khz. Average quality 
nceeacnoa seaeseunseleness bucewersbous sbeabscesoveececenssansennases oO 5.5 khz. Least memory 


Memory for 32.54 
seconds of recording. 


Digitizer in: 


Section 1. Sound 


similar in function to those used in other Macintosh 
applications, and some are unique to SoundWave. 


“Record...” provides access to 
controls for setting the gain on the 
digitizer and for recording a sound. 


Use the “Record” options window 
to set the sampling rate and 
digitizer port before recording. 
You should also check the Scope 
display to adjust the digitizer gain. 
Clicking the “Record” button will 
record the digitizer’s input to a 
new Sound window. The options 
window indicates how much sound 
can be recorded based on the 
amount of memory available and 


1-21 


Chapter 3. SoundWave Reference 


1-22 


File menu 


the sampling rate selected. Once recording has begun, it 
will continue until memory is used up or you click the 
mouse. 


Record is like a “New” command in most applications. Once 
the sound is recorded, it is displayed in a new Sound 
window. You do not need to open a new Sound 
window before recording, nor can you record into a 
window that is already open. 


See “Recording a sound” in Chapter 2. Using the Digitizer 
for a step-by-step description of the recording procedure. 


New 


“New” creates an empty Sound 
window, ready for you to paste into. 
Normally, you will create a new 
window using Record, but sometimes 
you will want to create a new, empty 
window to paste parts of sounds into 
later. For example, there is a 
Custom menu command “Tone 
Generator” that can create sound in a 
window without using “Record...” 
Also, you may choose to paste a sound 
segment copied to the Sound 
clipboard from an existing Sound file 
into a newly created file. 


Open... 


You can open three different file types from SoundWave: 
standard SoundWave files, SoundWave’s numeric files, and 
Studio Session instruments. Clicking the buttons at the 
bottom of the options window determines what type of files 
to list in the window. 


Only the standard (i.e., default) SoundWave file type is 
used for Authorware Sound icons. 


Authorware, Inc. 


File menu 


The numeric files are text files 

- containing a list of the byte values 
in a sound. They are used for 

D Glass bell communicating between 

C Instruments : SoundWave and a spreadsheet 

0 Miscellaneous program, BASIC, or other programs 

C2 Voices that read and write text files. With 

DO Whistle this button selected, all text files 

will be shown as available in the 

list, but only those that are made up 

of numbers separated by Returns, 

_line feeds, commas, or spaces will 

@®SoundWave ©Numeric © Instrument make any sense to SoundWave. 

Text files containing other 

characters will not be loaded. 


Studio Session instrument files usually contain recordings 
of musical instruments. 


Close 


“Close” closes the active window. If it is a Sound window 
and you have made changes since you last saved, 
SoundWave will ask if you want to save before closing. 


Save 


“Save” saves the active Sound file in standard SoundWave 
format (which is the format required for Authorware Sound 
icons). To choose a different format or save under a 
different name or directory, use “Save as...”. If the window 
title is Untitled Sound, “Save” will ask you for a file name. 


Save as... 
“Save as...” provides the option of specifying the file type to 


be used. The four buttons at the bottom of the options 
window identify the options: 


Section 1. Sound 1-23 


Chapter 3. SoundWave Reference File menu 


The SoundWave type is required by the Sound 


(Sound icon in Authorware. 

i) Blass bell 

ee Resource creates a file that cannot be loaded by 
C Instruments ; 

C Miscellaneous SoundWave but is useful to programmers who 

2 Voices want to put sound into their own applications. 

iS His tip = 
Save the sound as: Numeric creates a text file containing a list of 


the byte values of the sound, with each byte _ 
separated by a Return. Files of this type can be 
read by spreadsheet applications, text editors, 

@ SoundWave © Numeric BASIC programs, and many other programs. 

© Resource (© Instrument Numeric type files enable programmers to __ 
manipulate the numeric representation of sounds 
in many ways that aren’t provided for in 
SoundWave. 


slice of Glass bell 


>] Save selection only 


Instrument allows you to save a sound for use with the 
Studio Session music editor and player. 


You also have the option of saving a selected sound segment 

rather than the entire file. Choosing “Save as...” witha _ 

segment selected activates the “Save selection only” 

checkbox. If you click this option, only the selected segment 
will be saved to the file whose name you provide. 


Get Info... 


Sound: Glass bell 


$ led at: 22 KHz. : i : 
pices seni ‘ “Get Info...” displays the title of the active Sound 


Size: 27679 bytes Free: 776K window, the sampling rate used for recording, the 


Bia sail 5 see ea sound’s size in relation to free memory, the amount of 


memory free, the length of the selected sound 
segment (if any), and the contents of the Sound 


Selection: 18153 bytes (825 msec). 
The clipboard contains 


6444 bytes from Glass clipboard. 


bell. 


1-24 Authorware, Inc. 


File menu 


Page Setup... 


“Page Setup...” opens 


LaserWriter Page Setup a0 tis ead 
Paper: @US Letter ©A4Letter Reduce or Mae: . 
4 acintosh print style 
©US Legal ©B5 Letter Enlarge: [ook eonnee serra y 
Orientation Printer Effects: 


allowing you to set 


iz Font Substitution? i i 
uf) = hasnt page orientation and 
moothing: special effects for your 
XX] Faster Bitmap Printing? printer such as 


scaling, smoothing, 
font substitution, and so on. Not all printers will have all 
the special effects options. If you have more than one 
printer accessible to your Macintosh, use the Chooser desk 
accessory to select the printer you want to use and then use 
“Page Setup...”. 


Print Options... 


aeeonarnnt The “Print Options...” window provides options 
specific to printing SoundWave files: 
Horizontal Scaling: @1:1 O2:1 O4:1 
Vertical Scaling: @1:1 O21 O4:1 The scaling options allow you to adjust the level of 
Print Selection onty detail in the peerieees ae thereby, a pantie the 
amount of sound printed per page. Selecting 1:1 both 
for horizontal and vertical scaling will result in a 
printout at the same scale as is shown on the screen. 
Selecting 4:1 for both settings allows you to print 
sixteen times as much sound per page. If you check the 
“Print Selection Only” box, SoundWave will print only that 
sound segment which you have selected with the Selection 
cursor. 


Print... 


“Print...” from the File menu activates the print options for 
your printer, allowing you to print from the active 
window—either a Sound window or a Spectrum window. 
Selecting the desired applicable options and clicking “OK” 
causes printing to begin. 


One of the options that appears on the print options window 
for most printers allows you to print the whole document 


Section 1. Sound 1-25 


Chapter 3. SoundWave Reference 


LaserWriter <LaserWriter Plus> 


File menu 


2 ————— (All) or to specify what pages to 
= print (From... To...). This 


option applies better to page 


Cover Page: @No© First Page © Last Page oriented programs than it does 
Paper Source: @ Paper Cassette (© Manual Feed to SoundWave. In SoundWave, 


Save "Glass bell" before 
quitting? 


pagination is determined only 

at print time, so it would be 
hard to know what you are printing if you set this to 
anything other than “All.” If you want to print only part 
of a sound, you should select the sound segment with the 
Selection cursor and then check “Print Selection Only” in 
the “Print Options...” window. 


If you print with an ImageWriter™ printer, there is a Print 
Quality option in the “Print Options...” window. The 
choices are Best, Faster, and Draft. Draft printing, 
however, only applies to text printing and should not be 
used for printing SoundWave documents or Spectrum 
windows. 


When you have the settings adjusted for printing, click the 
“OK” button. Be prepared to wait for several minutes while 
SoundWave converts your sound to print format. Nothing 
may happen on your printer or screen during this time. 
Once printing begins, the process may take a long time 
because of the high level of detail to be printed. 


Quit 


When you use the “Quit” command in SoundWave, 
you will be asked whether you wish to save any 
changes made to open sound files. Click “Yes” to 
save changes, “No” to quit without saving changes, 
or “Cancel” to exit from the Quit operation. 


1-26 


Authorware, Inc. 


Play Options... #P 
Studio Options... 


Select All 
Show Beginning #B 
Show End sE 


Section 1. Sound 


Edit menu 


Edit menu 
Undo 


SoundWave will let you undo the last change you made to 
the the sound if the “Undo” command is active. Undo will 
appear dimmed if there was not enough memory to buffer 
the original sound or if you bring a different window to the 
front. 


Cut 


“Cut” removes the selected portion of the sound and puts it 
on SoundWave’s private Sound clipboard. The contents of 
the Sound clipboard can’t be pasted into a desk accessory 
or other application documents. 


Copy 


If the active window is a Sound window, “Copy” will 
duplicate the selected segment and put it on its private 
Sound clipboard. 


If the active window is a Spectrum window, “Copy” will put 
the picture of the spectrum on the standard Macintosh 
Clipboard. You can then paste it into desk accessories or 
other application documents. Copying the spectrum picture 
doesn’t erase the private Sound clipboard. 


Paste 


If there is sound on the Sound clipboard, you can paste it 
into a Sound window. The clipboard sound will replace a 
sound selection. If there is no selection, the clipboard sound 
will be pasted in at the insertion point. 


NOTE You can paste a Sound clipboard sound into 
Sr whatever sound file you wish. Use the “Open...” 
or “New” commands in the File menu to open 


the file. If the target file is already open, you 
can select it by using the Display menu. 


1-27 


Chapter 3. SoundWave Reference Edit menu 


Clear 


To eliminate a selected sound segment completely, you can 
use the “Clear” command or press the Backspace key. The 
contents of the Sound clipboard are unaffected by use of 
“Clear” or Backspace. 


Mix: 

You can mix the sound on the Sound clipboard with one in a 
Sound window. Mixing will blend the sounds together, 
starting a at the insertion point and continuing for the _ 7 


duration of the clipboard s¢ sound. 


To mix one sound segment with another, follow the 
instructions above to “Cut” or “Copy” a selected sound to the 
Clipboard Amplitude: 60% Sound clipboard and select an insertion point with the 
Selection cursor. Then, instead of pasting the clipboard 


sound, choose “Mix...” from the Edit menu. 
_ ————————____ 


Mid... 


Amplitude of 
"Glass bell": 


An options window will appear with controls for adjusting 
the amplitude of the sounds on the Sound clipboard and in 
the sound file. You can change the amplitudes, if desired, 
by scrolling the two amplitude bars. This allows you to 
decrease the volume of one sound and make it a background 
to the other. When you are done adjusting, click the “OK” 

~ button to mix the sounds. The “mixed” segment of the 
sound file will be highlighted. 


4: 1 It is advisable to check immediately the effect 
of mixing by clicking the Play Selection 

pushbutton. Ifit is not satisfactory, you can 

undo the mix by choosing “Undo” from the Edit menu. 


CAUTION _ Ifyou do other edits immediately after mixing, 
the “Undo” option may no longer be available. 
If you are unable to use “Undo,” you may still 
revert to the previously saved version of the 
sound file by using “Close” in the File menu and electing not 
to save recent changes. 


1-28 Authorware, Inc. 


Edit menu 


If ee from two different sound files, the 
two should be recorded at the same sampling rate; 
otherwise, you can expect bizarre-sounding results from 


mixing. 


You can check the sampling rate used to record a sound file, 
by activating one sound file window (using the Display 
menu) and noting the sampling rate shown in the 
Information bar. 


Play Options... 


(for “Glass bell”) 


Volume 


x] Play after each change 
X] Play while scoping 


Section 1. Sound 


Activate the second sound file window and check its 
sampling rate. If they're not the same, you will either have 
to resample your sounds (using “Resample” from the Wave 
menu) or re-record them using the same sampling rate for 
each sound to be mixed. 


Play Options... 


The “Play Options...” command in the Edit menu allows 
you to set four options for the playback of your sound. 


Playback speed can be set to play 
sound faster or slower than normal 
(100%) by scrolling the Speed bar. 
The selected speed is saved with your sound file. Note that 
you can also control the playback speed in Authorware 
Sound icons with the speed slot provided in its options 
window (see “Options” in Chapter 1. Sound Icon). 

oe You can set the volume control for 
your sound by scrolling in the 
Volume bar. This volume setting is 
independent of the setting on your Macintosh Control Panel 
so that you can have a low level for the Macintosh beep, and 
a high one for your sound. 


1-29 


Chapter 3. SoundWave Reference 


1-30 


Edit menu 


[xj Play aftereachchange = If “Play after each change” is 
checked, sounds will be played _ 
immediately after each change you make to them. This is a 


‘convenience so that you can assess the effects of each 


change immediately without having to click a sound 
playback button every time. 


Xj Play while scoping If you check the “Play while 

scoping” box, SoundWave will 
play the sound that shows on the scope display (see 
“Recording a sound” in Chapter 2. Using the digitizer). The 
feature is convenient if your sound source is a radio or tape 
recorder so that you can hear what input the scope is 
receiving. 


NOTE When two or more Sound windows are open, the 


Sr settings chosen in “Play Options...” will affect 


only the active Sound window, and they will be 
saved with that window. 


Studio Options... 


Information specified in the “Studio Options...” window 
affects the way sounds are played as instruments. 


Select All 


“Select All” selects the entire active sound. 


Glass bell 


Authorware, Inc. 


Wave menu 


Show Beginning 


Glass bell 


“Show Beginning” moves the Scroll box to the beginning of 
the selected sound segment. 


Show End 


Glass bell 


“Show End” moves the Scroll box to the end of the selected 
sound segment. 


e Wave menu 


Wave 


Filter... 
Delay... The commands in the Wave menu enable you to achieve 
snails special effects with your sounds by modifying the waveform. 
Wauaree Most of them require a selection. That is, they are only 
Silence active when you have selected a sound segment. 
Smooth 

Filter... 
Resample... 
Assume Rate You can modify your selected sound segment with 


SoundWave’s digital filter by choosing “Filter...” from the 
Wave menu. It looks like a graphic equalizer deed with 
some stereo sound nd systems, and it works in 
much the same way. Each slider is like a 
volume control for the frequency band 
listed below it. Each frequency band can 
be amplified from 0% to 200%. 


1833 3666 3667 When “Filter...” is first chosen for a 
selected sound segment, each filter is in 
the neutral position in the middle of its 
vertical range of movement. When the slider for a 
frequency range is in its neutral position, amplification for 
its frequency range is the same as (i.e., 100% of) the value 


Section 1. Sound 1-31 


Chapter 3. SoundWave Reference Wave menu 


at which it was recorded. Moving a slider upward increases 
amplification of its associated frequency range, while 
moving the slider downward decreases its amplification 
(i.e., it filters out its associated frequency range). Each 
slider can change effective amplification upward to as much 


as 200% or downward to as little as zero. 
——— ———_ 


ee — 


In the example shown, the slider on the left is in its neutral 
position and won’t alter the 0-1833 Hz frequency range. 

The second slider will amplify the 1833-3666 Hz range by 
150%. The third will eliminate the 3667-5500 Hz range by 
setting its amplification to zero. The fourth will amplify the 
5500-7333 Hz range by 200%. The fifth and sixth filters are 
in the neutral position, and don’t affect the 7300-11000 Hz 
frequencies. 


Once you set the sliders to the desired levels, click “OK” to 
filter the sound. 


Filtering is a time-consuming process. It can take over a 
minute to filter each 1000 bytes of sound selected. _ 


* The frequency settings for the filter are 
NOTE : : 
uC adjustable in case you need to control 
Sr different frequency bands than the standard 
ones used. To change the frequency 


range of a slider, double-click the slider to 
get a new options window. 


Simply scroll the boxes for the upper and 
lower end of the ranges and click “OK.” The 
Set range of slider #1: Reset button is used to reset the slider to its 
Highest: 1550 Hz original, default frequency range. 


When you're done filtering, you can play 
back your sound selection or open the 
Spectrum window (“Spectrum...” in Display 
menu) to see graphically the effects of your 
filtering. 


1-32 Authorware, Inc. 


Wave menu 


SSS scpectrun of Class be) SaaS Spectrum of “Glass bell” as modified by 


Delay (msec.): 


Kafe Ee 


Final amplitude: 


Section 1. Sound 


85 


“Filter” (Wave menu) using filter slider 
positions as shown above. Compare to 
unfiltered Spectrum of “Glass bell” under 
“Spectrum windows’ earlier in this Section. 


Delay... 


You can delay a selected sound to create an echo effect and 
other interesting effects which are best discovered by 
experimentation. A delayed sound is mixed with itself 
automatically after being delayed, according to your 
specifications in the “Delay...” options window. To delay a 
sound, choose “Delay...” from the Wave menu. 


The delay time is the amount of time that passes between 
the beginning of the original sound and the beginning of the 
delayed sound. Set the delay time using the “Delay 
(msec.):” scroll bar. “Delay amplitude:” adjusts the 
amplification of the delayed sound, and “Final amplitude:” 
adjusts the amplitude of the final mixed sound. Adjust both 
of these using the appropriate scroll bars. When you are 
ready, click “OK.” You should be able to see a change in 
your sound segment’s waveform as a result of mixing with 
the delayed sound. Check the effect by clicking the Play 
Selection button. 


Amplify... 
You can adjust the amplitude of a selected sound segment 
by choosing “Amplify...” from the Wave menu. Amplitude, 


strictly speaking, is not the same as volume, but the effects 
are similar. The “Amplify” options window provides 


1-33 


Chapter 3. SoundWave Reference 


Amplification: 100% 


@ Don't fade 


© Fade in 
© Fade out 


Technically speaking, 
amplitude is different 
from volume. A change 
in amplitude is a 
change in the height of your sound’s 
waveform. If you amplify beyond 
SoundWave’s wave range limits, 
“clipping” will occur, and you will lose 
a portion of your sound and introduce 
distortion. If you have overamplified 
and have introduced clipping, “Undo” 
(Edit menu) is unable to restore the 
sound to its original state. (See 
“Recording a sound” in Chapter 2. 
Using the Digitizer for details on 


clipping.) 


CAUTION 


1-34 


Wave menu 


controls for setting the level of amplification and indicating 
your choice of how the amplification is to be applied. 


A 100% amplification means that the sound will be played 
back at 100% of the recorded level—the same as what is 
now saved in your file. At less than 100%, the sound will be 
quieter, and at more than 100%, it will be louder. Using the 
scroll bar you can set the amplification to a value anywhere 
from 1% to 400%. 


The “Don’t fade” option amplifies the sound evenly. 


“Fade in” begins with no amplification and ends with full 
amplification. 


“Fade out” begins with full amplification and ends with no 
amplification. 


To fade a sound into silence, select the segment to be 
faded by placing the Selection cursor néar the end of the 
sound and selecting to the end of the Sound file. Then 
choose “Amplify...” from the Wave menu, set amplification 
to 1%, and select the “Fade in” option. Click “OK” and play 
the entire sound to check the effect. If necessary, you can 
Undo the operation and repeat the procedure with a 
selection that begins earlier or later than the one originally 
chosen. Note that the fading of amplification is spread 
evenly over the selection. 


To fade in a sound from : silence, select the segment to be 
faded by placing the Selection cursor at the beginning of the 
sound and selecting the segment over which amplification is 
to be applied. Then choose “Amplify...” from the Wave 
menu, set amplification to 1%, and select the “Fade out” 
option. Click “OK” and play the entire sound to check the 
effect. If necessary, you can Undo the operation and repeat 
the procedure with a selection that ends earlier or later 
than the one originally chosen. 


Authorware, Inc. 


Section 1. Sound 


Wave menu 


Reverse 


You can reverse the storage order of a selected sound 
segment by choosing “Reverse” from the Wave menu. When 
played, the reversed segment sounds as though the original 
segment is being played backwards. If you reverse the 
selection a second time, it will leave you with the original 
sound. 


Silence 


You can add silence to your sound by selecting part of it and 
choosing “Silence” from the Wave menu. Silencing a 
selected segment replaces its waveform with a flat, 
horizontal line. With “Silence” (as with all other Wave 
commands), it’s good practice to listen to the selection (by 
clicking the Play Selection button) to be certain you have 
selected the desired segment before applying the command. 


Smooth 


You can mute a selection by averaging out sudden changes 
in amplitude with the “Smooth” command. When you play 
back your selection, you will notice a certain deadness of 
tone. 


Resample... 


Sound is sampled during recording at one of four rates, 
22,000, 11,000, 7,400, or 5,500 bytes per second. Higher 
sampling rates sound better but require more computer 
memory and occupy more disk space than lower rates. If 
you need to decrease the size of a sound file while retaining 
the full duration of recorded sound, you may be able to do so 
by resampling at a lower rate. 


“Resample...” from the Wave menu allows you to resample 
at a rate lower than that originally used for recording, 
never at a higher rate. Also, unlike most SoundWave 
commands, resampling affects the entire sound file, not just 
the selection. 


1-35 


Chapter 3. SoundWave Reference 


1-36 


Resample file at: 
© 22.888 


@ 11,000 
© 7,400 


© 5,500 
samples per second. 


Display 
Spectrum... 
Connect the Dots 
Stack Windows 
Tile Windows 
“Whistle 
Hello 

Gust of wind 
Glass bell 


Display menu 


“Resample...” is a one-way process! “Undo” does not 
work with “Resample”! However, you can protect against 
inadvertent loss of the original sound by using “Save” or 
“Save as...” from the File menu prior to using “Resample...” 
If you’re not pleased with the results of resampling, you can 
easily revert to the saved version by using “Close” (File 
menu) and not saving the changes. 


To resample the sound in a file, choose “Resample...” from 
the Wave menu. Depending on the rate at which your 
sound is already recorded, some options in the options 
window may not be available. Choose the rate at which you 
want to resample your sound, and click “OK.” Your sound 
will be irreversibly resampled. 


Assume Rate... 


Sound files not created with 
SoundWave may be assumed 
to be sampled at 22,000 bytes 
per second. If the file is known 
to be at a lower sampling rate, 
you can tell SoundWave by 
selecting the proper rate with 
the “Assume Rate...” 
command. This operation does 
not change the actual contents 
of the sound file, just the way they are interpreted. 


Assume rate of: 


@ 22,000 
© 11,000 
© 7,400 


© 5,500 
samples per second. 


Display menu 


The Display menu commands give you control over the 
selection of windows to be displayed and the appearance of 
the displayed waveforms. 


Spectrum... 
Spectrum windows show the amplitude of frequencies in a 
series of 1K segments of sound. To create a Spectrum 


window for the selected sound, use the “Spectrum...” 
command and set parameters in its options window. 


Authorware, Inc. 


Spectrum... 


Set range to display: 
Highest: 10752Hz 


L 1D) 


[]3 dimensions 


Display menu 


Use the scroll bars to change the frequency range you want 
to plot, and, if you like, click the “3 dimensions” box to show 
changes in the spectrum over time. Click the “OK” button 
to generate the Spectrum window. 


Starting at the beginning of the selection, Spectrum breaks 
the sound up into slices of 1024 bytes. After creating a new 
Spectrum window, the frequencies of the first slice are 
plotted with their relative amplitudes. If “3 dimensions” is 
checked, the next slice is plotted offset from the one before 
it, to show the frequencies over time. If there’s enough 
sound, eight slices will be plotted. The start time of each 
slice is shown in milliseconds. 


Spectrum of Glass bell Ba_ASSS2S]SSaze 


Section 1. Sound 


Example of 2 dimension Spectrum 
window. Compare with others earlier in 
this chapter in which 3 dimensions had 
been selected (see “Spectrum 
windows’). 


To return to the Sound window, close the Spectrum window 
by clicking its close box or choosing “Close” from the File 
menu. 


Connect the Dots 


If “Connect the Dots” in the Display menu is selected, 
SoundWave will draw lines between amplitude values in 
the Wave display. This can make it easier to detect 
patterns in seemingly chaotic samples. Selecting the Pencil 
cursor, or selecting “Connect the Dots” makes the Wave 
display revert to the normal, dots-only display mode. 


1-37 


Chapter 3. SoundWave Reference Display menu 


Display 
Spectrum... 
Connect the Dots 


meena be AEs car ioe ee 


Stack Windows 


The same sound segment is shown in dots-only mode and in 
connect-the-dots mode. 


The “Stack Windows” command stacks all the open Sound 
windows, one on top of the other, offsetting them slightly 
Display from the upper left-hand corner of the screen. 
Spectrum... 
Connect the Dots 


: Tile Windows 
Stack Windows 


Tile Windows 
The “Tile Windows” command arranges all the open Sound 


windows side by side on the screen. 


NOTE The bottom part of the Display menu simply 


Sr lists all of the open Sound and Spectrum 


windows. If you choose one, that chosen window 
will become active, and will be brought to the 
front of the display. 


1-38 Authorware, Inc. 


Custom menu 


e Custom menu 


Custom 
About Custom... 
The Custom menu lets you use additional features that 
Install snd have been added to SoundWave as Custom menu 
Tone Generator commands. An example Custom item, a simple tone 
generator, has been included with SoundWave and is 
accessible with the “Tone Generator” command. 


The Custom menu lets you add 
new features to SoundWave. 
See your manual for details. 


Tone Generator 


This utility will Length |-geas 
generate up to four sine 
waves of different 


frequency and amplitude. ‘ave period amplitude 


Length is entered in I 
bytes. A value of 22255 
produces one second of é 


es 

sound eae 
| ares 
ft 


Period is entered in 
bytes. Twenty-two bytes 4 
gives a 1 kHz tone. 


Amplitude should be 


from 0 to 127. 


Section 1. Sound 1-39 


Chapter 3. SoundWave Reference 


1-40 Authorware, Inc. 


AUTHORWARE 


Movie 


Section 2. Movies 


Chapter 1. Movie Icon 


TA Capabilities 


The Movie icon can present in rapid succession a series of 
display images on the screen during application 
presentation. The rapid updating from one image to the 
next produces a movie-like effect, resembling the closely 
timed projection of frames in a movie film. Movies used in 
your applications might consist of a running horse, a 
spinning ball, or a rotating needle on a gauge. Movies can 
be shown at a stationary location or, under the control of an 
Animation icon, can be moved across the screen in 
relationship to other display objects. They can be shown 
one time (i.e., at the point they are encountered in the flow 
line) or repeatedly until a terminating condition becomes 
true. Their playback parameters (Start and End Frame, 
playback speed, playback direction) can be dynamically 
controlled during presentation depending on the values of 
user variables. PICS movie files, created using Macromind 
Director can also be loaded and played in Authorware 
applications using the Movie icon. The possibilities are 
infinite. 


Options 


The Movies disk includes some sample movie files and a 
PICS animation file that you can use to experiment with 
movie capabilities. This chapter describes how to use 
movies and the Movie icon in Authorware. Tools for 
creating your own movies are introduced in Chapter 2, 
illustrated with an example in Chapter 3, and described in 
detail in Chapter 4. 


The Movie icon will appear in the lower left-hand corner of 
your screen, together with the Sound and Video icons. 


Insert a Movie icon at the point in your flow line where you 
want a movie to play, title it, and open it as you would any 
other icon (see the Authorware Professional Reference 
manual, Chapter 3. Designing Your Application for details 
on placing, titling, and opening icons). 


2-1 


Chapter 2. Movie Icon 


ces 


ra 


2-2 


D Litebulb 
CD Macintosh scroll 
D Orbit 

D PB Switch (no top) 
D PB Switch (top) 

D Piston (36 frames) 
D Piston Movie 

CD Robot zoom 


Load which movie? 


Options 


Two windows will appear on the screen: In the “Load” 
window, (i.e., the top-most one) you can select the movie file 
containing the movie you want to be played. Open the 
selected file (and load the chosen movie into your file) by 
clicking “Open” or by double-clicking the file name. Doing 
so closes the “Load” window, reveals the movie options 
window beneath, and places the movie images on the 


screen. 


The movie options 
window enables you to 
specify the parameters of 
movie playback. It is 
similar in function to the 
animation control 
windows described in 
Chapter 5. Icons of the 
Authorware Professional 
Reference manual. 


As an aid for assuring 
that you have selected the 
correct movie file, the 
loaded movie is played 
back in the presentation 
window adjacent to the 


movie options window. In the event you have selected the 
wrong movie, click the “Load” pushbutton to activate the 


“Load” window again. 


Running horse 


Start Current End @ repeatedly 


Frame Frame Frame O[ _] times 


© until condition is TRUE: 
Frames/second: 
Smooth © only during animation 
Layer;  O L_] times/animation 


Ltonewrent—}[ 


To position the movie 
within the presentation 
window, merely drag it 
with the mouse. If 
necessary, you can 
reposition the movie 
options window by 
clicking in the title bar 
and dragging. 


Authorware, Inc. 


Using a scene from your movie, Playback speed 


Using a scene from your movie 


When a movie is first loaded, the numbers of the first and 
last frames in the movie file are shown in the Start Frame 
and End Frame slots, respectively. If you wish, you can 
select a scene (i.e., a sequence of contiguous frames) from 
Pte feo near eee the full movie to be played with this particular Movie icon. 
Frame Frame Frame To do so, enter one frame number in the Start Frame slot 
and another in the End Frame slot. 


Authorware will play back only the frames between those 
two numbers. You can specify that the scene be played 
backwards by entering the higher-numbered frame as the 
the Start Frame and the lower-numbered one as the End 
Frame. You can control scene composition and the direction 
of play dynamically during presentation by entering 
variables or expressions in the Start Frame and End Frame 
slots. 


Click the Step pushbutton to roll your movie a frame at a 
time and choose the first and last frame for a scene. The 
number in the Current Frame slot tells you what frame is 
presently showing in the presentation window. You can 
click Play (or press the Return or Enter keys) to display the 
sequence of frames selected. The Stop pushbutton halts 
playback until you restart it. 


Frames/second: Ea Playback speed 


The default playback speed is 30 frames per second. If you 
want to speed up or slow down the playback of your movie, 
click in the Frames/second slot and enter the desired speed 
(or enter a variable or expression to control playback speed 
dynamically during presentation). Authorware will play 
back your movie at any rate from one frame per second on 
up. However, if the setting is too high to display all frames 
at the selected rate, Authorware will skip frames, as 
necessary, so as to play the movie at the chosen speed. 


XX] Smooth In order to play as fast as possible without skipping, click 
the Smooth option. 


Section 2. Movies 2-3 


Chapter 2. Movie Icon 


2-4 


Y Transparent 


Opaque 
Inverse 


Size and Appearance of playback image 


: Using the Smooth option may result in the 
NOTE : ; ; 
cus movie playing at different speeds when 
~ =) different types of computers are used for 


application presentation. 
Size of playback image 


There are three pop-up menus in the lower left-hand corner 
of the movie options window. The first of these is the Size 
menu. Click on the menu, hold the button down to “pop up” 
the choices, drag the pointer to your choice, and release to 
select it. Your choices are to play the movie at the size at 
which it was made (i.e., 1:1), twice that size (2x), or three 
times that size (3x). The size of the playback image of a 
PICS movie cannot be adjusted through Authorware 
Professional’s movie options. 


“- 


we U 


+ 
ae 


Appearance of playback image 


The second pop-up menu in the movie options window 
controls the playback appearance of the movie in relation to 
other objects on the screen. Open the menu (by clicking and 
holding the mouse button) and select the appropriate 
choice. Transparent allows other objects to show through 
the movie’s frames. Opaque makes the movie’s frames 
play back as if they were lying on top of any other images at 
that position on the screen, thus covering them up. Opaque 
movies require more disk space and memory than 
transparent movies. Inverse turns pixels in the movie 
frames white to black and black to white as necessary to 
allow objects below to show through during playback. 


Authorware, Inc. 


Ol Backgrounds 


“ Concurrent 


Wait until done 
Perpetual 


Start Current 
Frame Frame 


Frames/second: 


Section 2. Movies 


End 
Frame 


Adding Color to Movies, Method of playback 


Adding Color to Movies 


Movies created with the Movie Editor can have color added 
to them. Use the “Color...” command in the Edit menu 
when the movie options are open in the development 
system. Each Movie icon can have any single color applied 
to its frames. The color is applied to the black portions of 
the movie. Some adjustments may need to be made for 
color interactions. 


Method of playback 


The third pop-up menu controls the way in which your 
movie will be played back, vis-a-vis the other things that 
are happening in your file. The choices are similar to those 
in other animation features. 


Concurrent allows your file to continue to run (i.e., to 
process icons following the Movie icon in the file flow) while 
the movie plays. Wait until done halts presentation of 
other icons in your file until the movie is finished playing. 


Perpetual causes the movie to respond immediately to 
changes in values of variables in the movie’s playback 
parameter slots. This enables you to control the movie’s 
playback during file presentation. 


For example, if the user variables named “begin” and “end” 
are entered in the Start Frame and End Frame slots, 
respectively, you can set their values in a calculation to 
cause a particular scene in the movie to be played, or a “still 
frame” to be shown. You can even reverse the direction of 
playback by giving the “end” variable a lower frame number 
than the “begin” variable. Similarly, you can control the 
playback speed with a user variable, possibly one named 
“rate”, in the Frames/second: slot. Increasing the value of 
the variable will increase the playback speed. 


2-5 


Chapter 2. Movie Icon Layer 


start end rate Effect 
1 52 30 Play Frames 1 - 52 at 30 Frames Per Second (FPS) 
1 20 15 Play Frames 1 - 20 (i.e., a scene) at 15 FPS 
52 1 30 Play movie backwards 
1 1 1 Play Frame 1 as a “still frame” at 1 FPS 


If the pop-up menu selection is set to “Concurrent” or “Wait 
until done,” the movie will play back in accordance with the 
values of the parameter variables at the time the Movie icon 
is encountered on the flow line. However, if the “Perpetual” 
option is used, the movie playback will continue to respond 
to subsequent changes in these parameters. The Perpetual 
option gives you unique and powerful capabilities for 
controlling the display of movies and animations. 


Layer 


If you are playing back several movies at once, with one 
overlapping another, you may want to control which movie 
should appear in front of or behind another. You can set 
the layer at which you want your movie to play in the Layer 
slot. Higher numbered layers will appear in front of lower 
numbered layers. Layer controls only affect movies or 
animated objects; movies always appear in front of 
stationary displays. [The behavior of layered movies is 
similar to that of layered animations (see “Layer” in 
Chapter 5. Icons in the Authorware Professional reference 
manual for details). ] 


2-6 Authorware, Inc. 


Play movie: 
@ repeatedly 


Ge a times 


© until condition is TRUE: 


© only during animation 


oO (foe times/animation 


Section 2. Movies 


When and how many times to play a movie 


When and how many times to play a movie 


The five “Play movie:” options on the right-hand side of the 
movie options window control the timing of movie playback. 
Click the button that corresponds to your choice and, if 
necessary, set the parameters in the slot provided. Each 
choice has a different result according to these guidelines: 


repeatedly: Plays the movie over and over again until 
it is told to stop. 


___ times: Plays the movie the specified number of 
times. Click the second button, and enter in the 
parameter slot the number of times you want the movie 
to play when the Movie icon is encountered during 
presentation. Using a variable or expression allows you 
dynamic control over this parameter. 


until condition is true: Plays the movie repeatedly 
until the condition in the slot becomes true. Click the 
third button to select this option and then enter the 
condition that must become true before the movie will 
stop. 


only during animation: This choice will place the 
first frame of the movie on the screen, but the movie 
will only play when an Animation icon moves the movie 
display or when the user drags the movie across the 
screen. This option can be used for special effects such 
as simulated walking, jumping, etc. by showing arm and 
leg movements of a figure with a Movie icon while it is 
being repositioned on the screen by an Animation icon 
or dragged by the user. 


___ times/animation: This option is similar to only 
during animation, except that it limits the number of 
times the movie will play during each repetition of the 
animation. 


2-7 


Chapter 2. Movie Icon 


rotation). 


(ston) "ngewe 


Start Current End © repeatedly 


Frame Frame _ Frame O[ _| times 


© until condition is TRUE: 
Frames/second: 
Smooth © only during animation 
Layer; © [1_] times/animation 


Ltoncurrent_}{[__| 


Revolve moon 
Drag display to extend the path 


: tala 
| Undo || Delete Po 


Seconds Layer 


Fixed Path 


Wait until done 


Repeat until 


for ©Speed @Time 


shorter “month.” 


When and how many times to play a movie 


For example, you could simulate the moon’s orbit about 
the earth with a combination of a fixed path animation 
(for the orbital path) and a movie (showing the moon’s 


Note that with the “____ times/animation:” option 


selected, Authorware adjusts 
movie playback speed to 
complete the indicated number 
of plays during each animation 
repetition regardless of the 
value in the Frames/second 
slot. Thus, for this example, 
specifying that the animation 
be completed in a shorter time 
(e.g., 10 seconds) causes 
Authorware to increase the 
movie playback speed, as 
necessary, to complete the 
moon’s rotation during the 


else 
S9 


a 


When you have made choices for all options, you may want 
to click Play (or press Return or Enter) to check the effects. 
When you are ready, click “OK” to store settings for the 


2-8 


Authorware, Inc. 


Making changes 


current Movie icon. 


Black Attou) 2 Making changes 


St” Opa tone” ‘enn @ repeatedly To reopen the movie options 


Frame Frame Frame 'e) [Fieal, aa] times window, double-click the Movie 
© until condition is TRUE: 


icon in your flow line (or the 
' movie image while running the 
dik Pee (aid aii file). You can then make 
Osmooth only do oe a ; changes to the playback settings 
Layer: © L____] times/animation | or to the movie file itself if it is 


[| an Authorware Professional 


movie file. PICS movie files 
should be edited using the 
application in which they were 


created. 


To change settings for playback of a particular movie or 
scene, simply reopen the options window, then click, choose, 
or enter the revised settings, and Authorware will store the 
changes when you click “OK.” 


To change movies for playback, open the movie options 
window and click the Load pushbutton to reopen the “Load” 
window. Select the movie file you want and double-click or 
click Open to load it. The new movie will replace the 
previous one, and the movie options window will reappear 


Section 2. Movies 2-9 


Chapter 2. Movie Icon Making changes 


to allow you to reset the playback settings, if necessary. 


To make editing changes to the currently loaded 
movie, reopen the options window and click the “Edit” 
pushbutton. You will be asked whether or not you wish to 
complete a JumpOut from Authorware to the Movie Editor 
application with the currently loaded movie file attached. 
You can then make the desired changes with Movie Editor 
(using features and tools described later in this manual). 
When you have finished using Movie Editor, select “Quit” in 
the File menu and you will be returned to Authorware at 
the point from which you left. PICS movie files cannot be 
edited using the Authorware Movie Editor. Use the 
application in which they were created for editing PICS 


« 


Do you wish to save this file 
and JumpOut to "Movie Editor" 
right now? 


Frame Editor 


2-10 Authorware, Inc. 


Chapter 2. Movie Editor 
Overview 


Introduction 


The purpose of this chapter is to introduce terminology, 
windows, and menu commands used in the Movie Editor 
application. Their use is illustrated in Chapter 3 and more 
fully described in Chapter 4. 


e Frames 


The basic building block for Authorware movies is the 
frame. A frame is one picture of the many that comprise a 
movie. Frames come in three sizes: 32 by 32, 48 by 48, and 
64 by 64 pixels. Smaller frame sizes occupy less computer 
memory and take up less disk space when saved in your file; 
larger frame sizes allow you to create movies having larger, 
more detailed images. 


Windows 


You will use five different windows 
in Movie Editor. Three of them, the 
Frame Display, the Frame Editor, 
and the Animation window, will 
appear on your screen when you first 
start the program. The others, the 
Sketchpad window and the Make-A- 
Scene window, are activated with 
the commands in the Tools menu. 


Frame Editor 


Animation window 


Section 2. Movies 2-11 


Chapter 3. Movie Editor Overview 


2-12 


Frames 


Frame Display window 


The window near the top of the screen is the Frame 
Display. It displays a strip of frames from the movie file 
you are editing and reference numbers for each frame. A 
scroll bar is provided to allow you to move the window to 
any part of the movie. To select a frame to work on, 
simply click it with the mouse. Its frame number will be 
highlighted, and its image will appear in the Frame Editor. 
The title of the Frame Display window is the name of the 
movie file you are currently editing. 


Frame Editor window 


At the bottom left of the screen is the Frame Editor. It 
shows an enlarged image of the frame that is currently 
selected. The Frame Editor tools allow you to edit the 
image in the frame. Just click the desired tool and use it to 
draw ovals, blacken areas, erase points, or whatever. 


Animation window 


While the Animation window is open, it displays a constant 
animation of the frames you have created. If you make the 
Animation window active (by clicking it or using the 
“Animation window” command in the Tools menu), you can 
drag it on the screen, resize it, or close it to turn off the 
animation. 


Sketchpad window 


The Sketchpad window is activated by use of the 
“Sketchpad window” command in the Tools menu. It 
enables you to import bit-mapped graphics from the 
Macintosh Scrapbook (such as MacPaint™ images), edit 
them using the Sketchpad tools, and transfer a frame-sized 
portion to the Frame Editor for inclusion in the movie. 


Authorware, Inc. 


Make-f-Scene 


Menus 


Make-A-Scene window 


Ls] — The Make-A-Scene window is activated by use of 
Direction | » | the “Make-A-Scene window” command in the 


New movie... 
Open movie... #0 
Close 

Save 

Save as... 

Revert to saved... 


Import movie... 


Insert a frame #U 
Delete a frame #U 


Section 2. Movies 


Tools menu. It allows you to quickly modify the 
playback shown in the Animation window. The 
Make-A-Scene window provides options for 
changing the start frame and end frame, the 
playback speed (in increments of a sixtieth of a second) and 
the direction of playback. 


Menus 
File menu 


The File menu controls the opening, closing, and saving of 
files. Most commands are similar in function to their 
counterparts in other Macintosh applications, but there are 
some which may be unfamiliar: 


The “Revert to saved...” command nullifies changes made to 
the current movie file since the last time it was saved. The 
previously saved version of the file is reopened. 


“Import movie...” enables you to open an existing movie file 
and add all the frames in that file to the end of the current 
movie or at any selected frame in the current movie. 


Edit menu 


The Edit menu commands allow you to copy, move, change, 
or delete images. 


Generally speaking, the Edit commands have the same 
function in Movie Editor as they do in Authorware and 
other Macintosh applications. 


There are also several commands in the Edit menu that 
may not be familiar to you. 


The “Paste add” command pastes the copied image 


transparently on top of the existing image instead of 
replacing the image completely. 


2-13 


Chapter 3. Movie Editor Overview 


2-14 


Animate 
Fastest 
Faster 
Slower 


Reverse direction 


Set start frame 
Set end frame 
Play all frames 


Flip vertically 
Flip horizontally 
Rotate 90° 

Invert 
Sketchpad window 
Animation window 
Make-fA-Scene window 


Effects 


Menus 


“Paste subtract” subtracts the “pasted image” from the 
existing image into which it is pasted. Wherever there is 
black in the pasted image, white is pasted into the existing 
image, and vice versa. 


When you choose “Insert a frame,” the currently selected 
frame and all frames to the right of it are moved one frame 
to the right. 


“Delete a frame” removes the currently selected frame from 
the movie. 


See “Movie Editor menus” in Chapter 4, Movie Editor 
Reference for more details on the use of these and other 
menu commands. 


Animate menu 


You can control the playback of an animation with the 
commands in the Animate menu. They enable you to 
control the speed, direction, and range of animation. 


Tools menu 


The Tools menu commands affect the entire image in the 
selected frame and are used in conjunction with the tools 
provided in the Frame Editor. Three commands in this 
menu also allow you to open the tools that are defined as 
windows. 


Effects menu 


The Effects menu commands enable you to produce special 
effects for your movie images. The commands alter images 
inside the “Sketchpad” window’s select box, so you must 
have the Sketchpad visible in order to use this menu. 


Authorware, Inc. 


Chapter 3. Movie Editor 
Example 


Introduction 


The purpose of thischapter is to demonstrate some of the 
features of the Movie Editor and to familiarize you with its 
basic operation through the use of a simple example. 


In this example, you are asked to start up the Movie Editor 
application with the movie file called “triangle and square,” 
modify that movie, and then save the changed movie file to 
a disk. The movie file “triangle and square” is included in 
the small library of movies on the Movies disk. It contains 
a simple sequence of frames showing a small square moving 
across the screen in front of a large triangle. Your task is to 
modify the movie so the square will move behind the 
triangle rather than in front of it. 


e Installing and starting the program 


The 3.5-inch Movies disk contains the Movie Editor and 
some sample movie files. As permitted by the License 
Agreement for Authorware: 1) If you have a hard disk, copy 
the Movie Editor application and the folder of sample movie 
files to it and set the original disk aside for safekeeping, or 
2) If you have a Macintosh with two 800K floppy drives, 
make a working copy of the Movies disk and store the 


original. 
=> Advanced Animation = 
When you have completed installation, start your 
Macintosh and double-click the Movie Files folder icon to 
Movie Editor Movie Files See it. 
Movie Files 
Find the 


“triangle and 
square” Movie 
icon in the 
window and open 
it by double- 
clicking. Doing so will open the Movie Editor application 
with the movie file “triangle and square” attached. The 
screen should then appear with the Frame Display, the 
Frame Editor, and Animation window displayed. 


System Folder 


Section 2. Movies 2-15 


Chapter 4. Movie Editor Example Selecting frames in the Frame Display 


File Edit Animate Tools Effects The Frame Display shows some of 
Triangle and square the frames in the “triangle and 
square” movie file. You will use the 
Frame Display to scroll through the 
movie file and select the frames you 

| »~= Cee are going to change. As indicated by 
| | the highlighted frame number in the 
_ illustration, Frame 1 of the movie is 
already selected when you open the 
file. 


You will use the Frame Editor to 
change or edit selected frames in the 
movie. It should currently be 
showing the image in Frame 1 (i.e., 
the selected frame). 


The Animation window continuously runs the sequence of 
frames. In the movie “triangle and square,” you should see 
a small square passing in front of a larger triangle. Your 
task in this tutorial is to change the movie so that the 
square moves behind the triangle instead of in front of it. 


e Selecting frames in the Frame Display 


In order to modify this movie so that the square moves 
behind the triangle, you need to change only those frames 
in which portions of the square are currently in front of the 
triangle. The other frames do not need to be changed. As 
you examine the Frame Display, you will see that the 
square doesn’t even touch the triangle until Frame 9. 


) Move the pointer to Frame 9 in the Frame Display and 
click once. This selects Frame 9. Now look in the 
Frame Editor window. It should be displaying the 
image of Frame 9. You can see that the square is 
touching the triangle but not yet in front of it, so the 
image does not have to be changed. 


2-16 Authorware, Inc. 


Changing a frame image 


4) Now click on Frame 10 in the Frame Display and look 
at the image in the Frame Editor. The square is moved 
to the left one pixel, but the image still does not have to 
be changed. 


4) Now click on Frame 11 and check the Frame Editor. As 
you can see, one corner of the square is now covering 
the triangle. This image needs to be changed. 


e Changing a frame image 


To change the image of Frame 11, you will use the pencil 
tool in the Frame Editor. 


ile Edit Animate Tools iffects 1) Move the pointer to the pencil 
Triangle and square tool icon in the tool palette on 
the left side of the Frame Editor. 
Pa] 2] 3|]4)]s5|]6|]7|] 8s] 9/10 Me 12 Click once. When you move the 
| 2s. pointer into the image area of the 
———— Frame Editor, the pointer will 


turn to a pencil. You can use the 
pencil to turn black pixels white 
and white pixels black simply by 
clicking on them. 


(1 Move the pencil to the pixel of the 
square that is inside the triangle 
and click on it to turn it white. 


The change you made in the Frame Editor is shown 
immediately in the Frame Display. You will see the 
change in Frame 11. Then, look carefully at the 
animation. The small change you made is also visible 
just as the square hits the triangle in the animation 
window. 


1) Now select Frame 12 in the Frame Display, and change 
that frame, again using the pencil in the Frame Editor. 
This time you will also have to fix the side of the 
triangle. 


Section 2. Movies 2-17 


Chapter 4. Movie Editor Example 


2-18 


Saving the animation 


To change Frame 138, you will have to reposition the movie 
in the Frame Display so you can see Frame 13. To do this, 
simply click a few times on the arrow at the right-hand end 
of the scroll bar at the bottom of the window. Then, click on 
Frame 13 and make the necessary changes in the Frame 
Editor. 


Continue in this manner until all the necessary frame 
changes are made. By the time you are finished, the 
Animation window should show the square moving invisibly 
behind the triangle. 


Saving the movie 


You will want to save your movie so that you can retrieve it 
later for further editing or for playback with Authorware. 
The “Save as...” option will allow you to save the movie you 
just changed under a new name (other than “triangle and 
square”). 


() Move the pointer to the File menu and select the “Save 
as...” command. The “Save as...” options window will 
appear on your screen. 


Type in a name for your movie, perhaps something like 
“hidden square,” then click the Save pushbutton. The 
Movie Editor will now save the new movie with the file 
name you entered. 


G Movie Files 


is Hirplane fi 
iy Hal ibouree} 
is Ball tsp 
is Bex cover 


i) Buftten-biack 
i} Buttan-grey 


Save this movie as: 


Hidden square 


Authorware, Inc. 


Exiting the program 


e Exiting the program 


To exit the program, simply choose “Quit” from the File 
menu. The program will stop, and the Macintosh desktop 
display will appear on your screen. 


If you like, you can now open Authorware, add a Movie icon 
to your flow line, and load the movie file “hidden square” 
using the procedures described above in Section 1. Movie 
Icon. 


Congratulations! You have just created your first movie. 
We hope you enjoy exploring the many other tools provided 
by Movie Editor (described in Chapter 4. Movie Editor 
Reference.) 


NOTE If you have accessed Movie Editor from Authorware | 
cu clicking the Edit movie 
Sa pushbutton from a Movie icon options window 
(as described above in Chapter 1. Movie Icon), 


choosing “Quit” from the File menu returns 
you to Authorware rather than the desktop. 


Section 2. Movies 2-19 


Chapter 4. Movie Editor Example 


2-20 Authorware, Inc. 


Chapter 4. Movie Editor 
Reference 


Introduction 


This Section provides a more detailed description of Movie 
Editor features and controls. 


e Movie Editor windows 
Frame Display 


The Frame Display window displays consecutive frames 
from the current movie. It is used to scroll through the 
frames and to select individual frames for editing. 


The Frame Display is sized according to the size of the 
frame chosen for the movie file at the time it was created 
(see “File menu” later in this Section for details on choosing 
frame size). 


SAIxGoe a Y)])))SdJJ)J}J}]}]}]}!,: putton-black 


orisie 


48 x 48 


64 x 64 


Section 2. Movies 2-21 


Chapter 5. Movie Editor Reference 


2-22 


Frame Editor 


The frames are displayed in their “true” size, meaning that 
the window is taller for 64 by 64 pixel frames than for 32 by 
32 pixel frames. You can also change the size of the window 
to show fewer or more frames at a time. 


Each frame in a movie is numbered, starting with one, and 
going through the maximum number that will fit into the 
memory of your Macintosh. The number of each frame is 
displayed immediately below the image of the frame and is 
highlighted when the frame is selected. You can select a 
frame by clicking the mouse within the image of the frame. 
The selected frame is displayed in the Frame Editor 
window. Ifa frame has never been selected, its image is 
shown as grey. All the frames in a new movie file are 
initially grey. 


The horizontal scroll bar allows you to scroll the window to 
different portions of the movie file. Clicking on the arrows 
advances the film one frame in the indicated direction. 
Clicking in the scroll bar on either side of the scroll box 
advances the window one half of the number of frames 
currently displayed. The scroll box itself can also be 
dragged to any position in the scroll bar. 


The movie's file name is displayed as the name of the 
Frame Display window. The word “untitled” will appear if 
the movie is new and has never been saved. 


Frame Editor 


The Frame Editor allows you to create or change the image 
in a frame. The Frame Editor always references the 
currently-selected frame in the Frame Display 
window, and all changes to the image in the Frame Editor 
appear immediately in the referenced frame in the Frame 
Display. When a movie file is first opened, the Frame 
Editor will reference the first frame in the file (i.e., Frame 1 
is selected automatically). 


Authorware, Inc. 


Changing the Frame Editor image 


File _Edit_Animate Tools Este: The Frame Editor is a permanent window; its size can’t be 
changed and it can’t be made to go away, although it can be 
moved anywhere on the screen. As long as a movie file is 
open, the Frame Editor, with its companion window the 
Frame Display, will be present on the screen. 


Changing the Frame Editor image 


There are four ways you can change the image in the Frame 
Editor: 


1. You can copy the image from one frame to another. 
To do this, select the frame you want to copy and either 
“Cut” or “Copy” it using commands in the Edit menu. 
Then select the frame to which you want to paste the 
image and choose “Paste” from the Edit menu. The 
pasted image will appear in the selected frame and in 
the Frame Editor. 


2. You can modify the image directly by using the 
tools supplied in the palette along the left side of the 
Frame Editor window. These tools allow you to turn 
image pixels on and off, shift the image, erase pixels, 
and draw shapes. See “Frame Editor tools” later in this 
Section for details. 


3. You can use one of the tools in the Tools menu. 
These tools affect the entire image for the selected 
frame, including flipping the image either horizontally 
or vertically, rotating the image 90 degrees, or inversing 
it (i.e., changing white pixels to black and vice versa). 
See “Tools menu” later in this Section for details. 


Section 2. Movies 2-23 


Chapter 5. Movie Editor Reference 


2-24 


Frame Editor tools 


4. You can also change the image by using the 
Sketchpad in one of two ways: 


a) You can take a snapshot from the Sketchpad. This 
is done by selecting a portion of the Sketchpad 
image with the select box, and clicking on the 
camera tool. The snapshot will appear in the Frame 
Editor and the selected frame in the Frame Display. 


b) The entire frame image can be copied and pasted to 
the Sketchpad, where it can be resized, distorted, 
skewed, or otherwise changed and returned to the 
Frame Editor. (See “Sketchpad” later in this 
Section for details.) 


Frame Editor tools 


A helpful set of tools is provided in the palette on the left 
side of the Frame Editor. The tools are very similar to 
those in MacPaint. Clicking on a tool’s icon selects it and 
changes the pointer to a symbol for that tool. Note that all 
changes made to the image in the Frame Editor are 
immediately reflected in both the Frame Display window 
and the Animation window. 


The hand tool is used to reposition the image in the 
Frame Display. Click on the hand to activate this 
tool. Move the hand into the image area and hold 

down the mouse button. As you move the mouse, the image 

shifts in the direction of motion. An outline of the initial 
position of the image is preserved in the background grid as 

a reference to show how far you’ve moved the image. When 

you release the button, the image will lock into place. The 

parts of the image that have gone off the edge of the frame 
are trimmed and cannot be retrieved. 


f The pencil is used to turn pixels in the image on and 
off. Click on the pencil icon to change the cursor to a 
pencil, then move the tip of the pencil to a pixel and 
click. If the pixel had been black, it becomes white; if white, 
it turns black. If the mouse button is held down, the pencil 
activates all the pixels in its path. 


Authorware, Inc. 


Section 2. Movies 


Frame Editor tools 


Clicking on the grid tool will toggle the background 

grid between white and black. This is useful for 

editing frames having a black background. The grid 
tool doesn’t change the pointer; it merely changes the 
display. 


The eraser is used to quickly and easily turn black 
pixels white. Simply move the eraser over the pixels 

you want to erase while holding down the mouse 
button. If you double-click on the eraser tool, all the pixels 
in the image are erased. 


squares. Place the pointer at one corner of the 

planned rectangle, press and hold the mouse button, 
and drag the pointer to the opposite corner. The rectangle 
will be drawn as the pointer is moved. 


El The rectangle tool is used to draw rectangles and 


works in the same fashion as the rectangle tool, 
except that it draws ovals rather than rectangles. 


se The line tool is used to draw straight lines. Move 
the pointer to the beginning point of the planned 
line, hold down the mouse button, and drag the 


pointer to the line’s ending point. You'll see the line drawn 
as you move the mouse. 


2 The paint can tool allows you to fill areas with 

black. Click on the paint can icon and move the 
pointer to a white pixel in the area that you want to 
blacken. Click the mouse button. The area that is bounded 


by black pixels or the edges of the frame will be filled with 
black. 


}o| The oval tool is used to draw ovals and circles. It 


2-25 


Chapter 5. Movie Editor Reference 


2CJ= Animation Window = 


2-26 


Animation window 


Animation window 


You can monitor your movie in the Animation window. It 
displays a continuously running animation of the current 
movie and enables you to see instantly the effects of the 
changes you make on the movie you are creating. 


Activating the window 


You make the Animation window active (by clicking it 
or using the “Animation window” command in the 
Tools menu). 


Turning off the movie 


To close the Animation window and turn off the movie, 
make it the active window and click in its close box. 


Resizing 


The Animation window can be made almost any size, 
from smaller than a frame to almost as large as the 
screen. To change the size, simply drag the resizing box 
at the the lower right-hand corner of the window. To 
make the animated image square, hold down the Option 
key while resizing the window. When you release the 
button, the window will be sized to the largest size that 
will fit with a square picture. To make the picture 
exactly the same size as a frame, hold down the Shift 
key while resizing. When the button is released, the 
window’s size will jump to the size of a frame in the 
Frame Display. To make the image size a multiple of a 
frame, hold down both the Option and Shift keys while 
resizing. ' 


Authorware, Inc. 


Controlling animations in the Animation window 


Controlling animations in the Animation window 


Each movie (or scene within a movie) has a start frame and 
an end frame for animation in the Animation window. To 
set the start frame, select the frame in the Frame Display 
at which you want to start animating, and select “Set start 
frame” from the Animate menu. To set the end frame, 
simply click the frame in the Frame Display at which you 
want to end animation, and select “Set end frame” from the 
Animate menu. The “Play all frames” command will set 
the start and end points to the first and last frames in the 
movie file. Note that when the animation runs past the end 
frame, it automatically starts again with the start frame. 


When playing movies, the speed of animation is controlled 
through the use of the commands “Fastest,” “Faster,” and 
“Slower” in the Animate menu. Animation speed is 
relative to many factors, especially the size of the 
Animation window. The movie will run faster as the 
window is made smaller. Animation will run most quickly 
if the window is resized with the Option key pressed, 
because the program will not have to resize and scale the 
image while it is animating. It will also run faster when it 
is resized to a multiple of the frame size. This is 
accomplished by holding down both the Shift and the 
Option keys while resizing. 


The direction of animation can be changed by selecting 
“Reverse direction” from the Animate menu. 


NOTE All of these animation parameters can also be 


Neh set from the Make-A-Scene window (see “Make- 
A-Scene window” later in this Section). 


Section 2. Movies 2-27 


Chapter 5. Movie Editor Reference 


2-28 


Sketchpad window, Ways to use the Sketchpad 


Sketchpad window 


The Sketchpad provides powerful tools for creating, 
importing, and manipulating images that can be copied to 
the Frame Editor and inserted in the movie. To activate the 
Sketchpad, choose “Sketchpad window” from the Tools 


menu. 


Ways to use Sketchpad 


The Sketchpad can be used in three basic ways: 


Li 


The Sketchpad can be used simply for drawing. 
The Sketchpad is more finely grained than the 
frame editor, allowing you to draw more naturally. 
Some basic tools are included in the Sketchpad’s 
tool palette to assist you (see “Sketchpad tools” later 
in this Section for details). These tools are 
sufficient for many purposes, but if you need more 
sophisticated ones, you can use MacPaint (or 
another program for creating bit-mapped images) 
and paste them into the Sketchpad window. 


The Sketchpad can be used as an interface to the 
rest of the Macintosh environment. In 
particular, images created in programs such as 
MacPaint can be copied into the Sketchpad. To do 
this, first paste your image from MacPaint to the 
Scrapbook. Then, start Movie Editor, open the 
Scrapbook, select the image you want and copy it by 
choosing “Copy” from the Edit menu. Next, select 
the Sketchpad window, and paste the copied image 
into it (choose “Paste” in the Edit menu). If the 
image is too large to fit in the Sketchpad, you'll be 
asked if you want to trim the image or shrink it to 
fit. 


Authorware, Inc. 


Section 2. Movies 


Moving images to the Frame Editor, Sketchpad tools 


3. The Sketchpad can also be used to change images 
already in frames. This is done by copying a 
frame image into the Sketchpad (or into the select 
box), distorting or changing the image using the 
Effects menu or the Sketchpad tools, and then 
snapshooting it back into the frame with the camera 
tool. This procedure is described in the following 
section. 


Moving Images to the Frame Editor 


You can move images from the Sketchpad to the Frame 
Editor in two ways: 


1) Use the camera tool to take a snapshot of the entire 
Sketchpad or a portion enclosed within the select 
box (see “Sketchpad tools” below for details on use of 
the select box and camera tools). 


2) Copy the Sketchpad image to the Clipboard and 
paste it to the Frame Editor by using “Copy” and 
“Paste” in the Edit menu. 


Sketchpad tools 


Several tools are provided with the Sketchpad. They 
are located in the palette on the left side of the 
Sketchpad window. 


The select box enables you to select a portion 
a of the Sketchpad window. It targets a chosen 

command to the image inside of the box. For 
example, if you choose “Cut” from the Edit menu when 
the select box is activated, the image within the select 
box will be cut (i.e., removed from the Sketchpad 
window and placed on the Clipboard). 


To activate the select box, simply click once on the select 
box tool icon. A dashed line box will appear in the 
window. You can use the mouse to drag the select box 
anywhere in the Sketchpad. 


2-29 


Chapter 5. Movie Editor Reference 


@ File Edit Animate Tools Effects 


2-30 


Sketchpad tools 


You can change the size of the 
select box by double-clicking the 
select box tool. The pointer will 
change to a crosshair shape that can 
be used to drag the sides of the select 
box to make it larger or smaller. If 
the select box is made larger than the 
movie file’s frame size, the image 
within it will be shrunk to fit into the 
currently-selected frame when the 
camera tool is used. If you hold down 
the Shift key while resizing, the 
select box will revert to the size of the 
frame in the frame display. 


from the Sketchpad into the Frame Editor. To 

take a snapshot, simply click on the camera tool. 
If the select box is not active, the entire contents of the 
Sketchpad will be copied into the Frame Editor. Ifthe 
select box is active, only the portion inside the select box 
will be copied. Using the camera to take snapshots is 
similar to copying from the Sketchpad and pasting into 
the Frame Editor. 


EJ The camera tool enables you to take snapshots 


NOTE An image can be pasted into the Sketchpad 

<u from the Macintosh Clipboard. If the image 
Sr is larger than the Sketchpad, you’re asked 

whether to shrink it to fit or trim the excess. 

The select box can then be positioned over a portion of 
the Sketchpad display to prepare the camera tool to 
copy the selected image to the frame editor. The Frame 
Editor tools (in conjunction with the “Copy” and “Paste” 
commands in the Edit menu) can then be used to create 
a sequence of frames in the Frame Display for 
animation. 


Authorware, Inc. 


Section 2. Movies 


Sketchpad tools 


The eraser tool is used to easily erase portions 
of the Sketchpad. Click once on the tool to turn 

the pointer into a box. When you press the 
mouse button, the pixels beneath the box are erased. 
The eraser can be dragged to clear larger areas. 
Double-clicking the eraser tool erases the entire 
Sketchpad. 


P The pencil tool is used to create freehand 
drawings. Click the pencil in the tool palette to 
change the pointer into a pencil. To start 


drawing, just press down on the mouse button and drag 
the pencil across the Sketchpad. 


The rectangle tool is used to draw rectangles 

or squares. Place the pointer on one corner of 

the planned rectangle, press and hold the mouse 
button, and move the mouse to the opposite corner. The 
rectangle will be drawn as the mouse is moved. 


The oval tool is used to draw ovals and circles. 

It works in the same fashion as the rectangle 

tool, except that it draws ovals instead of 
rectangles. 


The line tool is used to draw straight lines. 

Move the pointer to the beginning of the 

planned line, hold down the mouse button, and 
to the end of the line. You'll see the line drawn as you 
move the mouse. 


2-31 


Chapter 5. Movie Editor Reference Make-A-Scene window, Movie Editor menus, File menu 


Make-A-Scene window 


Make-A- Scene SSS! _—s The Make-A-Scene window contains controls that 

[eo] BLEE allow you to change the start frame and end frame, 
the playback speed, and the playback direction. 
Bienetee i Although all of these features can also be set using 
selections in the Animate menu, the controls 
provided here are often faster to use. Open the 
Make-A-Scene window by choosing “Make-A-Scene 
window” in the Tools menu. 


The start frame and end frame of the animation playback 
are shown both by their image and their frame number. 
Use the scroll bars to change the start and end frames. 


The speed scroll bar can be used to set playback speed. 
Each increment represents one sixtieth of a second 
difference in the time between playback of adjacent frames. 
The smallest value, “0,” means that the animation will run 
as fast as possible with minimal delay between frames. The 
largest value, “60” sets the playback to run very slowly at 
one frame per second. 


The direction of playback can be toggled between two 
positions: forward and backward. You can change direction 


by clicking on the button. 


e Movie Editor menus 


File menu 
New movie... 
0 ie... 380 : 
ie gemaids The File menu controls the opening, closing, and saving of 
Save files. Because it uses standard Macintosh file handling 


Save as... 
Revert to saved... 


routines, the option windows you see will appear similar to 
those in other applications. 


Import movie... The “New movie...,” “Open...,” “Save,” “Save as...,” and 

“Quit” commands in the File menu work similar to those in 
Authorware and most other Macintosh 
applications. If you don’t know how to use them, 
refer to your Macintosh manual or the Authorware 
Reference manual. 


Select the frame size for the new movie: 
@ 32 by 32 pixels 


© 64 by 64 pixels 


2-32 Authorware, Inc. 


Edit menu 


The “Revert to saved” command nullifies changes to 
Changes you have made to your movie th t al . thedaset t 
A since you last saved it will be lost if e current movie file since e last ime 1l was 
you revert to the saved version. saved. The saved file is reopened. This command is 
a shortcut for quitting without saving changes and 
opening the old file. 


ivifate ctloula *bai tocunte)” be pastediia “Import movie...” enables you to open an existing 
the current movie? movie file and add all the frames in that file to the 
At the currently-selected frame. end of the current movie or beginning at the selected 


(Frames will be replaced starting frame of the current movie 
at frame #1.) : 


# ° . A 
ayyor yan tant treme (714): If the frame sizes are different, the frames read in 


from the imported file will be scaled to fit into the 
frame size used in the current movie. The “Import 
movie...” command is useful for building movies a 
scene at a time, and then assembling them in sequence. 


Edit menu 


The Edit menu commands allow you to copy, move, change, 
or delete images. 


Generally speaking, the Edit commands have the same 
function in Movie Editor as they do in Authorware and 
other Macintosh applications. 


Insert a frame 3#U 
Delete a frame X#U 


When active, the “Undo” command allows you to undo the 
last operation you performed. For example, if you 
accidentally delete an image that you want to keep, “Undo” 
will bring it back. (Note: “Undo” is not active in the 
Sketchpad.) 


To “Cut” or “Copy” frames or images, select the items to cut 
or copy and choose the appropriate command. Choose 
“Paste” to place the cut or copied image into the current 
selection. Movie Editor will scale the image to fit as 
necessary. The “Clear” command erases the selected image, 
but doesn’t copy it to the Clipboard. 


There are also several commands in the Edit menu that 
may not be familiar to you. 


Section 2. Movies 2-33 


Chapter 5. Movie Editor Reference 


Filling collector 


Frame Editor 


Copy to the 
clipboard 


@ 


31 


Select frame 
and use 
“Paste 
subtract” 


2-34 


Edit menu 


The “Paste add” command pastes the copied image 
transparently on top of the existing image instead of 
replacing the image completely. 


The “Paste subtract” command removes the pasted image 
from the existing image instead of replacing the image 
completely. In other words, wherever there is black in the 
copied image, white is pasted into it, and vice versa. 


In the example shown, a movie sequence 
simulates the filling of a distillation 
collector with a dark-colored distillate. 
As the level of liquid rises in the flask, it 
gradually covers the area at the left 
which simulates reflected light. The 
obscured “reflection” can be restored by 
turning the reflection’s pixels white. One approach to this 
would be to isolate the reflection (by erasing away all other 
pixels in the image of the empty flask) and using the “Paste 
subtract” command. Note that this method works well for 
those frames for which the reflection is already covered, but 
other methods (e.g., use of the pencil tool) might be 
necessary for the frames in which the reflection is only 
partially covered. 


The “Insert a frame” command is active only in the Frame 
Display. When you choose “Insert a frame,” the currently- 
selected frame and all frames to the right of it are moved 
one frame to the right. The frame that had been selected 
becomes blank. This command is a useful tool for adding 
frames between existing frames in order to add detail or 
refine movement of objects. 


“Delete a frame” removes the currently-selected frame from 
the movie. All frames following the one deleted are moved 
one number to the left, and a blank frame is placed at the 
end of the movie. 


Authorware, Inc. 


Section 2. Movies 


Animate 
Fastest 
Faster 
Slower 


Reverse direction 


Set start frame 
Set end frame 
Play all frames 


Animate menu 


Animate menu 


You can control the playback of an animation with the 
commands in the Animate menu. The commands enable 
you to control the speed, direction, and range of animation. 


To change the speed of the animation playback, 
simply choose one of the first three commands in the 
menu—“Fastest,” “Faster,” or “Slower.” The “Fastest” 
command causes the animation of the current movie to run 
as fast as possible by minimizing the delay between 
playback of adjacent frames. “Faster” sets the animation of 
the current movie to run faster (unless it is already running 
at the fastest possible speed). The “Faster” command can 
be selected more than once to gradually speed up the 
animation. Each time it is selected, it speeds up the 
animation one sixtieth of a second per frame by reducing 
the delay between frames. “Slower” is the complement to 
the “Faster” command. It slows down the animation one 
sixtieth of a second per frame by increasing the delay 
between frames. 


To change the range of playback, you can use the “Set 
start frame” and “Set end frame” commands. Simply select 
the frame you wish to be first or last in the playback, and 
choose the appropriate command. If you're creating a new 
movie and have opened the next grey frame, “Set end 
frame” is automatically applied to that frame. The “Play all 
frames” command sets the first and last frames for movie 
animation to the first and the last frames in the movie file. 


You can play a movie in the opposite direction by choosing 
“Reverse direction” in the Animate menu. You can choose 
it again to return to the original direction. 


Each of these playback parameters can also be set using the 


Make-A-Scene window. See “Make-A-Scene window” earlier 
in this Section for details. 


2-35 


Chapter 5. Movie Editor Reference 


Flip vertically 
Flip horizontally 
Rotate 90° 


Invert 


Sketchpad window 
Animation window 
Make-fA-Scene window 


Crocodile 


Tools menu 


Tools menu 


The Tools menu commands affect the entire image in the 
selected frame. They work in conjunction with the tools 
provided in the Frame Editor. Three commands in this 
menu also allow you to open the tools that are defined as 
windows: the “Animation window,” “Sketchpad window,” 
and “Make-A-Scene window.” 


The “Flip vertically” command flips 
the image in the selected frame 
vertically, making the top of the 
image the bottom and vice versa. 


The “Flip horizontally” command 


Flip vertically Inverse flips the image horizontally, making 
the left side of the image the right and 
Flip horizontally — — Rotate 90° vice versa. 


2-36 


“Rotate 90°” turns the image in the selected frame 90 
degrees clockwise. 


“Inverse” changes all black pixels in the selected frame to 
white, and all white pixels to black. 


Use these commands for access to other features of the 
Movie Editor: 


“Sketchpad window” opens the Sketchpad window. If it’s 
already open, it will become the selected window. (See 
“Sketchpad window” earlier in this Section for details). 


“Animation window” opens the Animation window. If it’s 
already open, it will become the selected window. (See 
“Animation window” earlier in this Section.) 


The “Make-A-Scene window” command opens the Make-A- 
Scene window. If it’s already open, it will become the 
selected window. (See “Make-A-Scene window” earlier in 
this Section) 


Authorware, Inc. 


Effects 


Select the 
image you 
want to 
skew... 


Select 
“Skew” from 
the Effects 
menu... 


Click the 
mouse 
button, hold, 
drag... 


and release. 


The image will 


skew 
according to 
the direction 


you selected. 


Section 2. Movies 


Effects menu 


Effects menu 


The Effects menu commands enable you to produce special 
effects for your movie images. The commands alter images 
inside the “Sketchpad” window’s select box, so you must 
have the Sketchpad visible to use this menu. 


When you select “Skew,” handles appear on the four 
corners of the current select box. You can select and drag 
any one of these four corners to change the shape of the box. 
The corner opposite the selected corner remains stationary. 
The other two corners will move in such a way that the 
select box remains a parallelogram (i.e., opposite sides 
remain parallel to each other). When the mouse button is 
released, the image that had been in the original select box 
is mapped into the skewed select box. 


Use of “Skew” in the Effects menu adds handles to the 
select box. Dragging one handle momentarily reshapes the 
select box to a parallelogram (Bob... can you draw a skewed 
box with handles? and pointer shown at one handle Can’t 
capture a screen in the skewed position) 


Releasing the mouse button maps the image in the original 
select box into the skewed box to produce a skewed image 


Any operation other than selecting a corner of the select box 
will cancel the “Skew” operation. 


The “Distort” command functions in the same way as 
“Skew,” but has a different effect. When a corner is grabbed 
and moved, only that corner moves. When the mouse 
button is released, the image that was in the original select 
box is mapped into the distorted select box. 


Again, any operation other than selecting a handle of the 
select box will cancel the “Distort” operation. 


2-37 


Chapter 5. Movie Editor Reference An integrated example 


e An integrated example 


An example may be useful to illustrate the overall 
procedure for creating a movie with Movie Editor and 
integrating it into a segment of your application. The intent 
of the example is to begin with a static bit-mapped image 
(in this case, a stylized crocodile), to create a sequence of 
variations of it using Movie Editor features, and use the 
result with a Movie icon in Authorware. 


Discrete steps in the procedure are described and 
illustrated. 


1. Select the initial bit-mapped image and paste it to the 
Macintosh Scrapbook. 


Seas Wicks Five fan tec aes ais 2. Open Movie Editor by double-clicking its icon 
from the Macintosh desktop display. Close the 
© 32 by 32 pixels « ; > : A A 
© 48 by 48 pixels empty, “untitled” movie file (because, in this 
@ 64 by 64 pixels case, its frame size is too small) and use the 


“New movie...” command in the File menu to 
create a new movie file. Choose the frame size 
you need (in this case, 64 by 64 pixels). 


3. Open the Sketchpad using the “Sketchpad window” 
command in the Tools menu. Click the select box tool 
icon. It will open in the Sketchpad window and will be 
the same size as the frames in the movie file. 


4. Copy the bit-mapped graphic (i.e, the crocodile) from the 
Scrapbook to the Clipboard and paste it in the 
Sketchpad. Because it is too large to fit, you'll be asked 
whether to shrink it or trim the excess. 


2-38 Authorware, Inc. 


An integrated example 


Sketchad S=S_ In this case, we choose to trim 
off the tail. 


5. Click the camera tool icon in 
the Sketchpad tool palette to 
The image you are pasting is too large to fit ad the selected frame-sized 
A in the SketchPad. What do you want to do? portion from the Sketchpad to 
the Frame Editor. 
. 
sneing tmoge to Mares 6. Use the Frame Editor tools 
(and, perhaps, those in the 
Tools menu) to modify the 
image to be included in Frame 1, if necessary. Then 
copy the Frame 1 image to the Clipboard, select Frame 
2, and paste the Frame 1 image there. Modify the 
Frame 2 image, as desired, and repeat the copy, select, 
and paste sequence for Frame 3. This cycle is repeated, 
as necessary, to create the remaining frames. 


In this case, the first several frames of the movie are 

used to roll the eye of the crocodile. The sequence is 

constructed by copying the initial frame image to the 

Clipboard, selecting Frame 2 in the Frame Display, 

pasting in the Frame 1 contents, modifying the eye with 

the pencil tool, copying the modified version to the 

Clipboard, selecting the next frame 
and repeating the “paste, modify, 
e Edit Animate Tools {ffests a copy” cycle. 
Crocodile 

A later sequence involves erasing the 
lower jaw of the crocodile and 
redrawing it in a partially open 
position. The eraser, line tool, and 
pencil are used for this purpose. In 
succeeding frames, the jaw is 
gradually opened further and further, 
and the upper teeth are completed 
(using the pencil tool). Meanwhile, 
an animation of the completed frames 
is shown continually in the 
Animation window. 


Section 2. Movies 2-39 


Chapter 5. Movie Editor Reference 


2-40 


An integrated example 


Note: It is good practice to save the file periodically 
(“Save” in File menu). 


When editing of the movie frames is complete, exit 


Movie Editor (“Quit” in File menu), open Authorware, 
and create (or open) the file to which the movie will be 
loaded. 


Add a Movie icon to the flow, open it, and click the Load 
movie pushbutton. Select and open the desired movie 
file to load it to the file. Choose appropriate settings for 
the movie playback parameters. 


Smile and snap 


Start Current End © repeatedly 


Frame Frame Frame lie 74 times 
Pitas] 


® until condition is TRUE: 


Frames/second: 


CL] Smooth © only during animation 
Layer: Oo Se times/animation 
=a 


In this case, the movie playback is controlled by 
variables named “starting”, “ending”, and “rate.” The 
movie is set to play repeatedly until the value of “stop” 
becomes TRUE, and the Perpetual option is set to cause 
playback to respond immediately to changes in the 
controlling parameter variables. 


Complete other development steps, as appropriate, to 
implement the design. 


In this case, the Movie icon is preceded by a Display 
icon for the body of the crocodile. The display contents 
were created by editing a copy of the full crocodile image 
with a bit-mapped graphics program (e.g., MacPaint). 
The body image was created simply by erasing the face 
and mouth. The initial values of the controlling 
parameters are set in a calculation attached to the “croc 
body” Display icon. 


Authorware, Inc. 


Tip In order to 
cus simplify reuse of 
Sr the completed 
animation 


segment, you may wish to 
store it as a model file. See 
Chapter 9. Models in the 
Authorware Professional 
Reference manual for details. 
The crocodile segment can be 
used in conjunction with 
scaled path animations (one 
for the movie and one for the 
body), as feedback to a 
correct answer, in 
conjunction with a Sound 
icon (to play back crocodile- 
like sounds), and in many 
other ways. Storing it ina 
model will make it easily 
accessible for appropriate 
instructional use in other 
files. 


Section 2. Movies 


An integrated example 


Croc body 
starting:=1;start frame for movie 
ending:=47;end frame 
rate:=30;frames per second 


With these icons in place on the flow line, run the 
file(““Run” in the Try it menu). Using the mouse 
pointer, drag the movie showing the animation of the 
crocodile’s eye and mouth motion until it aligns with the 
body. The result is a fully assembled crocodile. 


@ File Edit Variables Models Font Style Try it a’ 
FOS Croc body SSS 


The reason for bisecting the original crocodile and 
displaying only the body is to avoid having both static 
and dynamic crocodile jaws displaying at the same time. 
If the full crocodile had been shown with the movie 
superimposed on top, the original lower jaw would have 
shown through as the crocodile opened its mouth. 


If it seems necessary to make editing 
changes in the movie itself, you can open the 
movie options window and click the “Edit 
movie” pushbutton. Doing so allows you to 
JumpOut from Authorware to Movie Editor to complete 
the edits and then return again (by using the Quit 
command in Movie Editor’s File menu). 


NOTE 


2-41 


Chapter 5. Movie Editor Reference 


2-42 Authorware, Inc. 


AUTHORWARE 


Video Interface 


Section 3. Video 


Fi e Capabilities 
The Video icon allows you to play video sequences and still 
frames in your applications. Video icons give you complete 
control over starting and ending frames, the conditions 
which initiate and terminate playback, the speed at which a 
sequence plays, and which audio channels will be heard. 
You can even allow the user to control playback of a 
sequence you have specified by making an on-screen 
Controller available during presentation. The Video icon 
provides a precise and convenient interface to the video 
player during development so that you can define video 
sequences with minimal effort. 


e Getting started 


Movie 


The Video icon will appear in the lower left-hand corner of 
your screen, together with the Movie and Sound icons. 


Section 3. Video 3-1 


Chapter 1. Video Icon 


New file... 
Open file... 30 
hRport HrRphi£s.. 
Close 

Save #S 
Save as... 


Course setup... 


Title: 


Presentation window size: 
@ standard 

© full screen 

© variable 


Presentation display background: 
@ white © use desktop pattern 
When user returns to the file: 
@resume (restart at beginning 


Video device: 


LaserFilm™ 
Panasonic T02026/7? 
Pioneer LDU-4200 
Pioneer LDU-6000 
SONY 1000 series 


Communication with the video 
device cannot be established. 
Check the cable to ensure it is 
properly connected. Make sure the 


correct video device is specified in 
the "Setup..." options. 


eT e 
[Continue ] 


Specifying a video 


Specifying a video player 


Before you begin placing video icons in a file, you should 
specify the type of video player you will use. To specify 
a video player for a file, choose the “Setup...” command 
in the File menu. 


The Setup window contains a pop-up menu for 
specifying the “Video device” you'll be using. The 
default setting is “none.” To choose a video player, 
move the pointer to the pop-up menu, press and hold 
the mouse button, drag to the device you want to select, 
and release the button. 


In addition to specifying the Video device in the Setup 
window, check to be sure the video player is properly 
connected to your Macintosh. The video player can be 
connected to either the Modem or Printer serial port. 


Different video players require different 
cables. See the Appendix for information on 
the cable configurations for the video 
players currently supported. 


NOTE 


If the correct Video device is not specified or the player 
is not properly connected to your computer, you'll see a 
message indicating the problem when a Video icon is 
encountered while running your file or while you are 
editing Video icon options. A similar message will be 
shown to a user using your file if the video player has 
not be properly connected to his or her computer. 


Placing Video icons 


Insert a Video icon at the location in your file where you 
want to play a video sequence or image, title it, and 
open it as you would any other icon (see the Authorware 
Professional reference manual, Chapter 3. Designing 
Your Application for details on placing, titling, and 
opening icons). 


Authorware, Inc. 


Options 


e Options 


Double-click a Video icon to open it 


F = Controller f A ‘ 
eee iy ee and display the Video options 


Start: Baa <- Set window. Several choices are 
available for you to determine 
: <- d 
End acid what the user will see. 


Timing: Wait until done Conteatior 
Playback: Normal speed (3) 


The Controller appears in the 


Freeze: C1] User control upper right-hand corner of the 
until ae ee ] Frame numbers options window. The pushbuttons 

_—_s i uri channel 1 on the right control forward 

Stop at end frame or: CJ Audio channel 2 motion and those on the left 
(when condition is TRUE Xx] Video on control reverse motion. The 


ee ae ae ee Replay buttons.are active while the 


options window is open to allow 


L] when any key is pressed you to find and play sequences on 
the videodisc. 


“Play” causes the 


video to play at the normal speed 
in the direction selected. Sound 
contained on the audio channels of 
the disk only plays when the 
videodisc is playing forward at 
normal speed. (See Playing sound 
in Section 1. Sound of this manual 
for additional information.) 


“Step” causes the 


video to move one 
frame in the direction selected each 
time the button is clicked. 


Reverse ~@tsigidgelii-ia Forward 
Play 
Step 


Slow 


Fast 


Section 3. Video 3-3 


Chapter 1. Video Icon 


Reverse 
Play 
Step 
Slow 


Fast 


NOTE 


SA 


Student’s Video Controller 


“Slow” causes the video to play at the player’s 
slowest speed in the direction selected. 


The “Fast” buttons cause the video to play in the 
direction selected at the player’s fastest speed. 


“Pause” stops playing the video regardless of the 
speed or direction. To start playing again, click 
the appropriate button on the controller. 


Controller Bayar 
Play 
Step 
Slow 


Fast 


Any sound contained on the audio channel of the 
disc is only played when you are playing forward 
at normal speed. 


Authorware, Inc. 


Section 3. Video 


Frame Numbers 


Frame Numbers 


Numbers are assigned to each frame of the videodisc. You 
may specify a single frame or series of frames to be played 
in any particular Video icon. 


Video 


Frame Numbers Current = 24732 


“Current” shows the number of the video frame that is 
currently playing. 


The “Start” slot is where you enter the number of the 
beginning frame of the sequence you want played. The 
“End” slot is where you enter the ending frame number of 
the sequence. You may type a number, variable name, or 
expression in either slot. 


Click the “<- Set” button next to either slot to have the 
current frame number automatically entered. A quick and 
easy way to specify a video sequence is to use the Controller 
to find the beginning frame, click the “<- Set” button next to 
the “Start” slot, play the video to the ending frame, and 
click the “<- Set” button next to the “End” slot. 


NOTE If you specify a “Start” frame number that is 
A greater than the “End” frame number, the video 


sequence will be played in reverse. If you want 
to display a single frame, enter its number in 
both slots. 


Clicking “Goto” causes the video player to move to the frame 
specified in the slot next to it. That frame will be shown on 
the video screen attached to your player and you can use 
the Controller to play from that point. 


3-5 


Chapter 1. Video Icon 


3-6 


Timing, Playback 


Timing 


The “Timing” pop-up menu specifies whether anything else 
goes on while the video is playing. 


Timing: Y Wait untildone | 


“Wait until done” halts presentation of subsequent icons in 
your file until the video sequence is completed. There may 
be other previously started perpetual or concurrent actions 
taking place while the Video icon is being executed. 


“Concurrent” allows your file to continue to subsequent 
icons while the video sequence plays. 


Playback 


The “Playback” pop-up menu allows you to specify the speed 
to play your video sequence. 


Playback: 
Pause (0) 
Slowest speed (1) 


Slow speed (2) 
Fast speed (4) 
Fastest speed (5) 


The Playback speed specified is applicable whether the 
video is playing forward or reverse. 


If you allow the user to have control, he or she may override 
the Playback speed setting by clicking different Controller 
buttons. 


The numbers in parentheses to the right of the speed 


description correspond to the speed parameter of the 
VideoSpeed(speed) system function. 


Authorware, Inc. 


Stop at end frame or: 
C] when condition is TRUE 


[] when any key is pressed 


Section 3. Video 


Freeze, Stop at end frame or: 


Freeze 


“Freeze” allows you to specify what remains on the video 
screen when the video sequence is completed. You can also 
specify how long it remains. 


Freeze: Y last frame shown, 
no frame 


until 
= end frame 


“Last frame shown” continues to display the last frame 
shown when the sequence stops playing or the user clicks 
the “Done” button on the Controller (see User Controller). 


“No frame” turns the video screen off either at the end of 
the sequence specified or when the user clicks the “Done” 
button. 


“End frame” displays the last frame specified in the “End” 
slot. If the user uses the controller and clicks the “Done” 
button while viewing another part of the sequence, the 
player moves to the “End” frame and displays it. 


If you enter a condition in the “Freeze” slot, the frame 
shown will remain on the video screen until the condition 
becomes true. If no condition is entered the frame will be 
shown until the next Video icon is encountered or the user 
exits your file. 


Stop at end frame or: 

You may specify special conditions to playing the video. 
If you check “when condition is TRUE” and enter a 
condition in the slot, the video will stop playing when the 
condition becomes true regardless of where it is in the 


specified video sequence. 


If you check “when any key is pressed” the video stops 
playing when the user presses a key. 


Chapter 1. Video Icon 


3-8 


[ ] User control 

(<] Frame numbers 
f] Audio channel 1 
f] Audio channel 2 
(<] Video on 


The User's Controller 


The User’s Controller 


An important innovation provided with Authorware is the 
ability to define a video sequence and provide the user with 
an on-screen remote control to freeze frames, back up, play 
slowly, and otherwise control the video sequence you’ve 
specified. If you check the “User control” option, a 
Controller will automatically appear on the user’s computer 
screen when the Video icon is encountered in your file. The 
user can drag the Controller to different screen positions if 
desired and use it to control playing the video sequence you 
have defined. The play buttons on the user Controller 
operate in the same way as those on the Controller in the 
Video icon window. The Controller remains on the screen 
and the sequence defined by your Video icon is available for 
review until the user clicks the “Done” button. If you’ve set 
the Video icon to “Wait until done” execution will not 
continue until the user presses “Done.” 


HINT If you encounter a Video icon set to allow user 
as control while running your file, the Controller 
will appear on your screen. It will remain even 


if you “Jump to icons” or “Pause” to make 
changes. You must press “Done” on the Controller to have 
it erased. 


Displaying frame numbers 


If you check “Frame numbers” they'll be displayed on the 
video screen to the user. 


Playing sound 


Checking “Audio channel 1” plays the sound on channel 1 of 
the videodisc. 


Checking “Audio channel 2” plays the sound on channel 2 of 
the videodisc. 


Authorware, Inc. 


Section 3. Video 


Replay, Cancel, and OK buttons 


NOTE Some videodiscs have different sound on the 
eS different channels, so make sure you have 
Ss j selected the proper channel. If both audio 


channels are checked and the videodisc was 
recorded in stereo, the sound will be played in stereo. 


Video display 


“Video on” displays the video image on the video screen. If 
“Video on” is not checked, no image will appear while your 
sequence is playing. This is useful if you only want to play 
the sound contained on either or both audio channels. 


Replay, Cancel, and OK buttons 
The “Replay” button causes the video sequence specified by 
the “Start” and “End” frame numbers to be played in 


accordance with the other options you have selected. 


“Cancel” closes the Video icon options window without 
storing your changes. 


“OK” closes the Video icon options window and stores all of 
your settings. 


Chapter 1. Video Icon 


3-10 


System Variables and Functions 


System Variables 


VideoFrame provides the current frame number of the 
video device in use. 


VideoDone has the value TRUE if the selected video 
sequence is done playing. 


VideoResponding has the value TRUE if communications 
are established with the selected video device. 


System Functions 


VideoDisplay(on) turns the video display on at the 
current frame. 


VideoDisplay(off) turns the video display off at the 
current frame. 


VideoSound(channel,on/off) turns the specified channel 
on or off. Enter number 1, 2 or 3 for channel (“3” indicates 
both channels). For example, VideoSound (3,on) turns on 
both audio channels. You may allow the user to choose the 
channel by responding to a question or set the channel 
according to performance, using variables. 


VideoSpeed(speed) sets the speed at which the video 
device plays the specified sequence. 0=pause, 1=slowest, 
2=slow, 3=normal, 4=fast, 5=fastest. A negative speed 
number causes the video sequence to play in reverse. 


VideoText(string,n) shows the text in “string” via the 
character generator in a videodisc player on line “n”. Only 
two devices supported with Version 1.5 have this capability. 
The Pioneer LDV-4200 can display eight lines of text. The 
Panasonic 2027F can display nine lines of text. This 
function is ignored for other devices. 


Authorware, Inc. 


Appendix A - Videodisc Specifications 


Cabling requirements and DIP switch settings for videodisc players supported with 
Version 1.5 are summarized below. 


McDonnell-Douglas LaserFilm™ LFS-4400 


MeThonnall- Dongle Cabling requirements for 
LaserFilm™ (LFS-4400) McDonnell-Douglas LaserFilm™ 


Mini 8plug(male) DB-25 plug(male) 


Input Handshake 20 Data Terminal Ready 


Ground 


2 

Transmit Negative (-) mo a 8 Receive Data 
4 SIgnal Ground 
5 


Receive Negative (-) Transmit Data 


Other pins are not connected 


Panasonic TQ2026F & TQ2027F 


Macintosh Panasonic TQ-2027F Cabling requirements for 
Mini 8 plug (male) DB-25 plug (male) Panasonic TQ-2027F 


Pin biggpdaboos cam | OH Pin 


Transmit Negative (-) ae = Receive Data 
Ground 40 Signal Ground 
Receive Negative (-} G8 Transmit Data 
is Request to Send 
Clearto Send 


c Data Set Ready 
Data Terminal Ready 


Other pins are not connected 


Panasonic 2026F & 2027F DIP switch settings: 


OFF 
ON 
ON 
ON 
OFF 
OFF 
ON 
OFF 


ONOULPWNY 


Appendix A. Videodisc Specifications 


e Pioneer LDV 4200 


Macintosh Pioneer LaserDisc LDV-4200 


Mini 8 plug (male) DB-15 plug (male) 


Pin fella == om | Tb) Pin 
Input Handshake eae ater ernie heady, 
Transmit Negative (-) een at envied el tal 
Ground aa ae) nT e CrPOULIC 
Receive Negative (-) a Transmit Data 


Other pins are not connected 


Pioneer LDV-4200 DIP switch settings: 


OFF 
OFF 
OFF 
OFF 
ON 

ON 

OFF 
OFF 


ONO WNY 


e Pioneer LDV-6000 


Macintosh Pioneer LaserDisc LD¥V-6000 


Mini 8plug (male) DB-25 plug (male) 


Transmit Negative (-) ee Receive Data 
Ground SSE Signal Ground 
Receive Negative (-) SSS Transmit Data 
Request to Send 
Data Set Ready 
Data Terminal Ready 


Other pins are not connected 


Cabling requirements for Pioneer 
LaserDisc LDV-4200 


Cabling requirements for Pioneer 
LaserDisc LDV-6000 


Pioneer LDV 6000 DIP switch settings: 


ba 

2 DOWN 
re eee) 5 

4 DOWN 
5 DOWN 
6 DOWN 
<P 

8 DOWN 
9 DOWN 
10 DOWN 


e SONY 1000 series 


Macintosh Sony LDP-1500 Cabling requirements for SONY 
Mini 8plug (male) DB-25 plug (male) LDP-1000 series 


Pin bamaadebs--a{ | Pin 


Transmit Negative (-) SS Receive Data 
Ground SS Signal Ground 
Receive Negative (-) SS Transmit Data 
i Data Terminal Ready 
Data Set Ready 
Other pins are not connected 


SONY 1000 series DIP switch settings: (Baud rate selector) 


DOWN 
DOWN 
DOWN 
UP 


PWN 


Appendix B. CD-ROM 


e CD-ROM use with Authorware 


CD-ROM stands for “Compact Disc Read-Only Memory”. 
Each CD-ROM holds up to 660 megabytes of permanent 
data. This makes CD-ROM ideal for delivery of large 
applications, as well as databases such as 
encyclopedias. 


When you access a CD-ROM, the data will appear just 
like data from any other read-only media. Since you 
cannot write on CD-ROMs, the Authorware run-time 
software automatically stores run-time status 
information on your boot disc volume (which is always 
writeable). 


Audio Access. Authorware applications can play audio 
tracks from either mixed mode CD-ROMs (which contain 
one data track and one or more audio tracks) or 
standard audio CD-ROMs. This technology for storing 
data requires an Apple CD SC-compatible drive. This 
feature is provided through a User Function (also called 
an XCMD) which can be obtained directly from 
Authorware, Inc. 


Creating CD-ROMs for Authorware Applications. 
Data can be stored on CD-ROM discs either in a format 
suitable (or “native”) to your operating system (for 
example, Apple HFS) or in the ISO 9660 format (also 
called High Sierra). Data in a native format is easier to 
process (or “master”), because the data can be 
transferred directly from a hard disk device, but the ISO 
9660 format is suitable for creation of CD-ROMS to be 
used in more than one operating system environment. 
Following are three providers of CD mastering services. 
No warranty is implied regarding these services. 


Index 


Multimedia 


Index 


Index 


INDEX 


Adjusted sound 1-10 
Amplify options 1-33 
Amplification 1-33 
Don’t fade 1-34 
Fade in 1-34 
Fade out 1-34 
Animate menu, Movie Editor 
2-14, 2-35, 2-44, 2-57 
Faster, fastest 2-27, 2-35 
Play allframe 2-27, 2-35 
Set end/end frames 2-35, 2-57 
Reverse direction 2-35 
Slower 2-27, 2-35 
Animation window, Movie Editor 2-16, 2-26, 
2-27, 2-46, 2-66 
activating/deactivating 2-26 
resizing 2-26 
Appearance of playback image 
inverse 2-4 
opaque 2-4 
transparent 2-4 
Assume rate options 1-36 
Audio channels 3-3, 3-4, 3-8 
Audio Digitizer 1-7 
gain control 1-10 
Hooking up the Digitizer 1-8 
adapter 1-8 
connection cabel 1-7, 1-8 
library of sound files 1-7 
LINE jack 1-8 
MIC jack 1-8 
microphone 1-7 
modem port 1-8, 1-10 
power cord 1-8 
printer port 1-8, 1-10 
transformer 1-7, 1-8 
light 1-10, 1-12 
Cables 3-11 
Chooser 1-25 
Clear sound 1-28 


Clipboard (sound) 1-20, 1-27, 1-28 
Clipboard (movies) 2-30, 2-38, 2-39 
Clipped sound 1-11 
Concurrency for Movie icons 
Perpetual 2-5 
Concurrent 2-5 
Wait until done 2-5 
Concurrency for Sound icons 
Concurrent 1-2 
Perpetual 1-3 
Wait until done 1-2 
Concurrent sound 1-2 
Connect the dots 1-37 
Connecting the video player 3-2, 3-11 
Controller 3-3 
Fast 3-4 
Pause 3-4 
Play 3-3 
Slow 3-4 
Step 3-3 
Copy sound 1-27 
Custom menu, SoundWave 1-39 
Tone Generator 1-22, 1-39 
Cut sound 1-27 
Delay options 1-33 
Delay (msec) 1-33 
Delay Amplitude 1-33 
Final Amplitude 1-33 
Display menu, SoundWave 1-36 
Connect the Dots 1-37 
Spectrum 1-20, 1-36 
frequency range to plot 1-37 
3 dimensions 1-37 
Stack Windows 1-38 
Tile Windows 1-38 
Distort command, Movie Editor 2-37 
Done pushbutton 3-7, 3-8 
Edit menu, Movie Editor 2-13, 2-29, 2-33, 
2-43 
clear 2-34 
copy 2-29, 2-33 
cut 2-29, 2-34 


Authorware, Inc. 


Index 


delete aframe 2-14, 2-34 
insert a frame 2-14, 2-34 
paste 2-29, 2-33 
paste add 2-33 
paste subtract 2-14, 2-33, 2-34 
Undo 2-33 

Edit menu, SoundWave 1-27 
Clear 1-28 
Copy 1-27 
Cut 1-27 
Mix... 1-28 
Paste 1-27 
Play options... 1-11, 1-29 


Play after each change 1-30 


Play while scoping 1-30 
Speed 1-29 
Volume 1-29 

Select All 1-30 

Show Beginning 1-31 

Show End 1-31 

Studio options... 1-30 

Undo 1-27, 1-28 

Editing the sound 1-4 


Effects menu, Movie Editor 2-14, 2-29, 2-37, 


2-44 
Distort 2-37 
Skew 2-37 
Fade a sound 
from silence 1-34 
into silence 1-34 
File menu, Movie Editor 2-13 
Import movie 2-13, 2-32, 2-33 
New movie 2-38 
Open movie 2-32 
Quit 2-32 
Revert to saved... 2-13, 2-33 
Save 2-32, 2-70, 2-71 
Save as 2-32 
File menu, SoundWave 1-21 
Close 1-23 
Get info 1-24 
New 1-22 


Multimedia 


Open 1-9, 1-16, 1-22 
Page Setup 1-25 
Print 1-25 
Print Options 1-25 
Quit 1-26 
Record 1-26, 1-9, 1-21 
Save 1-13, 1-23 
Save as 1-23 
File types 
Instrument 1-22 
Numeric 1-22 
Resource 1-24 
SoundWave 1-22, 1-24 
Filter options 1-31 
change the frequency range of a 
slider 1-32 
frequency band 1-31 
slider 1-31, 1-32 
Frame Display 2-16, 2-39, 2-46 
Frame Editor 2-16, 2-22, 2-36, 2-46 
Frame Editor tools 2-24, 2-39, 2-54 
eraser 2-25, 2-39 
grid tool 2-25 
hand tool 2-24 
line tool 2-25, 2-39 
oval tool 2-25 
paint can tool 2-25 
pencil 2-17 2-39, 2-47, 2-54 
rectangle tool 2-25 
Frame numbers 3-5, 3-7, 3-8 
Current 3-5 
End 3-9 
GoTo 3-5 
Set 3-5 
Start 3-5 
Frame size 2-11, 2-32, 2-38, 2-41 


Index 


using New movie... command to set 


2-32 

Freeze 3-7 
End frame 3-7 
Freeze until... 3-7 
Last frame shown 3-7 


Index 


No frame 3-7 
Frequency (see Filter options & Sprectrum 
options) 
Gain control 1-10 
Get info for Sound file 1-24 
Getting started (sound) 
Load window 1-1, 1-2, 1-4 
Open 1-1, 1-2 
Getting started (video) 3-1 
Placing video icons 3-2 
Specifying a video player 3-2 
ImageWriter™ 1-26 
Print quality 1-26 
Import movie... command 2-13 
Installing and starting the Movie Editor 2-15 
Inverse display mode 2-4 
Jumping to Movie Editor 2-10, 2-39, 2-41 
Jumpout to SoundWave 1-4 
Light on Digitizer 1-10, 1-12 
LINE jack 1-8 
Loading movies 2-2, 2-9, 2-32, 2-38, 2-40 
Loading sound 1-1, 1-2 
Looped instruments 1-41 
attack 1-41 
sustain 1-41 
MacPaint™ 2-28, 2-40 
Make-A-Scene window 2-13, 2-32, 2-36, 2-43 
Making changes 1-3 
Editing the sound 1-4 
Substituting sounds 1-3 
MIC jack 1-8 
Microphone 1-7, 1-8 
Mixing sounds options 1-28 
Clipboard amplitude 1-28 
Amplitude of sound file 1-28 
sampling rates 1-29 
Movie icon 2-1 
capabilities 21 
options 2-1 
Concurrent 2-5 
Current Frame 2-3 
Edit 2-10, 2-39, 2-71 


End Frame 2-3 
Frames/second 2-3, 2-9 
Inverse image 2-4 


Layer 2-16 
Load 2-2, 2-9, 2-32, 2-38, 2-70 
OK 2-9 


Opaque image 2-4 
Perpetual 2-5 
Play movie options 2-7 
only during animation 
2-7 
_times 2-7 
_times/animation 2-7, 
2-8 
repeatedly 2-7 
until condition is 
TRUE 2-7 
Play pushbutton 2-3, 2-9 
sizing playback image 2-4 
Smooth 2-4 
speed 2-3 
Start Frame 2-3 
Step pushbutton 2-3 
Stop pushbutton 2-3 
Transparent image 2-4 
Wait until done 2-5 
Movies (see related items listed by name) 
display modes 2-4 
editing 2-11, 2-15 
importing 2-13 
installing the Movie Editor 2-15 
jumping to Movie Editor 2-11, 2-3, 
2-41 
loading 2-2, 2-9 
sizing playback image 2-4 
OK pushbutton 3-9 
Opaque movie display 2-4 
Opening a sound window 1-15, 1-16 
Options (sound) 3-3 
Controller 3-3 
Displaying frame numbers 3-8 
Frame numbers 3-5 


Authorware, Inc. 


Freeze 3-7 
Playback 3-6 
Playing sound 3-8 
Replay, Cancel, and OK buttons 3-9 
Stop at end frame 3-7 
Student controller 3-8 
Timing 3-6 
Video display 3-6 
Options, Sound icon 1-1 
Options, SoundWave 
Amplify... 1-33 
Assume Rate... 1-36 
Delay... 1-33 
Filter... 1-31 
Mix... 1-28 
Page Setup... 1-25 
Play options... 1-29 
Print options... 1-25 
Print... 1-25 
Record... 1-9, 1-21 
Resample... 1-35 
Spectrum... 1-36 
Palette of tools 1-18 
(also see Tools) 
Perpetual movies 2-5 
Perpetual sound 1-3 
Placing video icons 3-2 
Playback pushbutton 3-6 
Playback speed 3-6 
Play buttons 1-19 
Play clipboard 1-20 
Play instrument 1-20 
Play selection 1-20 
Play sound 1-19 
Play options, SoundWave 1-29 
Speed 1-29 
Volume 1-29 
Play after each change 1-30 
Play while scoping 1-30 
Play sound with Sound icon 1-3 
one time 1-3 
until condition is TRUE 1-3 


Multimedia 


Index 


times 1-3 
Playback speed (see Speed) 
Printing Sound files 
Chooser 1-25 
horizontal scaling 1-25 
ImageWriter™ print quality 1-26 
Page Setup 1-25 
Print options 1-25 
Print selection only 1-25, 1-26 
Print 1-25 
vertical scaling 1-25 
Recording a sound 1-9 
adjusting the gain 1-10 
gain control 1-10 
Scope window 1-10 
clipping 1-11 
message 1-12 
modem icon 1-10 
Play while scoping 1-11 
(also see Play options) 
printer icon 1-10 
Record options 1-9, 1-21 
sampling rate 1-9, 1-21 
Technical background 1-9 
analog sound input 1-9 
digital representation 1-9 
Replay 3-9 
Resample options 1-36 
Reverse 1-36 
Sampling rate 
Assume Rate... 1-36 
Information bar 1-17 
Mixing two sounds 1-28 
Record... 1-9, 1-21 
Resample... 1-35 
Technical background 1-9 
Saving a selected sound segment 1-24 
Saving a sound 1-13 
Save 1-13, 1-23 
Save As... 1-23 
Save option window 1-13 
Scrapbook for importing graphics 2-28, 2-38 


Scrolling the Sound window 1-17 
Select All 1-30 
Selecting a segment of sound 1-18 
scrolling a selected segment 
Command-B (scroll to 
beginning) 1-19 
Command-E (scroll to end) 
1-19 
dragging the Scroll box 1-19 
Scroll arrows 1-19 
Selecting options 
clicking and dragging 1-18 
Command-H (left edge 1 byte 
left) 1-19 
Command-J (left edge 1 byte 
right) 1-19 
Command-K (right edge 1 byte 
left) 1-19 
Command-L (right edge 1 byte 
right) 1-19 
shift-click 1-18 
Serial ports 
modem port 1-8, 1-10, 1-21 
printer port 1-8, 1-10, 1-21 
Show Beginning 1-31 
Show End 1-31 
Shrinking graphics 
to fit Sketchpad 2-38, 2-39 
to fit selected frame 2-30 
Silence 1-35 
Sketchpad tools 2-29 
camera tool 2-30 
eraser tool 2-31 
line tool 2-31 
oval tool 2-31 
pencil tool 2-31 
rectangle tool 2-31 
select box 2-29 
changing size 2-30 
revereting to frame size 2-30 
Sketchpad window 2-28, 2-36, 2-37 
shrinking graphics to fit 2-38, 2-39 


trimming graphics to fit 2-38, 2-39 
ways to use 2-28 
Skew command, Movie Editor 2-37 


Smooth 1-35 


Sound clipboard 1-20, 1-24, 1-27, 1-28 


Sound 3-3, 3-8 


Sound disk 1-7, 1-54, 1-55 
SoundWave 1-7 
Sound Files folder 1-7 
“swei” folder 1-55 


Sound icon 1-1 


Capabilities 1-1 
Options 1-1 


Concurrent 1-2 

Edit 1-4 

Load 1-2, 1-4 

Load window 1-2, 1-4 

OK 1-3 

Perpetual 1-3 

play faster 1-2 

Play pushbutton 1-3 

play slower 1-2 

Play sound options 1-3 
one time 1-3 
until condition is 
TRUE 1-3 
times 1-3 

playback speed 1-2 

Speed (% of normal) 1-2 

Start playing when TRUE 1-3 

Stop pushbutton 1-2 

Wait until done 1-2 


Title 1-1 


Sound window 1-12, 1-15, 1-16, 1-41 


Information bar 1-16, 1-17, 1-41 
Scroll arrows 1-17 

Scroll box 1-16, 1-17 

Scroll box handles 1-16, 1-17 
Scroll box size 1-17 

Scroller 1-16, 1-17 

Wave display 1-16, 1-17 


SoundWave capabilities 1-15 


Authorware, Inc. 


SoundWave software 1-7 
Spectrum window 1-15, 1-20, 1-33, 1-36 
resize 1-20 
Set range of display 1-37 
Spectrum... 1-20, 1-37 
Speed 
for Sound icon 1-2 
for SoundWave file 1-29 
Stop at end frame 3-7 
when any key is pressed 3-7 
when condition is TRUE 3-7 
Substituting sounds 1-3 
System Functions 3-10 
VideoDisplay 3-9, 3-10 
VideoSound 3-9, 3-10 
VideoSpeed 3-6, 3-10 
System Variables 3-10 
VideoFrame 3-10 
Timing (movies) 2-5 
within animation 2-7 
Timing (video) 3-6 
Concurrent 3-6 
Wait until done 3-6 
Tone Generator 1-39 
Tools (movies) 
Frame Editor tools 2-24, 2-39 
eraser 2-25, 2-39 
grid tool 2-24 
hand tool 2-24 
line tool 2-25, 2-39 
oval too] 2-25 
paint can tool 2-25 
pencil 2-17, 2-24, 2-39, 2-47, 
2-54 
rectangle tool 2-25 
Movie Editor menu 2-13, 2-14, 2-36, 
2-43, 2-44 
Flip vertically 2-36 
Flip horizontally 2-36 


Rotate 90 (degree symbol) 2- 


36 
Inverse 2-36 


Multimedia 


Index 


Sketchpad tools 2-29, 2-59 
camera tool 2-30, 2-60 
eraser tool 2-31, 2-61 
line tool 2-31, 2-61 
oval tool 2-31, 2-61 
pencil tool 2-31, 2-61 
rectangle tool 2-31, 2-61 
select box 2-29, 2-59 
Tools (sound) 1-18 
Pencil 1-19 
Play buttons 1-19, 1-20 
Pointer 1-18 
Selection cursor 1-18 
Transformer 1-7, 1-8 
Trimming graphics to fit Sketchpad 2-38, 2- 
39 
Try it menu 1-71, 2-3, 2-41 
Jump to icons 2-3 
Run 1-71, 2-3, 2-41 
Undo 1-17 
Unlooped instruments 1-42 
(also see Studio Session) 
User’s Video Controller 
(also see Controller) 
Done pushbutton 3-7, 3-8 
Using a movie scene 2-3 
Video device 3-2 
default setting 3-2 
Video icon 
Video option components 3-3 
Video options window 3-3 
Video player 3-2, 3-11 
McDonnel Douglas LaserFilm 3-11 
Pioneer LaserDisc LDV-4200 3-11 
Specifying a video player 3-2 
Volume 1-10, 1-29 
gain control 1-10 
Play options... 1-29 
Wait until done (movie icons) 2-5 
Wave menu, SoundWave 1-31 
Amplify... 1-33 
Amplification 1-33 


Index 


Don’t fade 1-34 
Fade in 1-34 
Fade out 1-34 
Assume Rate 1-36 
Delay... 1-33 
Delay (msec.) time 1-33 
Delay amplitude 1-33 
Final amplitude 1-33 
Filter... 1-31 
frequency band slider 1-31 
change the frequency range of 
a slider 1-32 
Resample... 1-35, 1-41 
Reverse 1-35 
Silence 1-35 
Smooth 1-35 
Windows, Movie Editor 2-11 
Animation window 2-11, 2-12 
Frame Display window 2-11, 2-12 
Frame Editor window 2-11, 2-12 
Windows, SoundWave 
Scope window 1-10 
Sound 1-12, 1-16, 1-22 
Spectrum 1-20, 1-33, 1-36 
Stack Windows 1-38 
Tile Windows 1-38 
Wiring cables 3-11 


Authorware, Inc. 


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Part Number 000002 


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Cross-Platform Development 


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® Le Authorware Professional for Windows (APW) version 2.0 is 


compatible with Authorware Professional for Macintosh 
(APM) version 1.6 and later. Current versions are Authorware 
Professional for Macintosh version 2.0 and Authorware 
Professional for Windows version 2.0. 


You can open APM files in APW and convert them to 
Windows format. Windows files cannot be converted to 
Macintosh format, nor can you play packaged Macintosh files 
with RunAPW. 


This book has two purposes: 


@ To describe how to set up Macintosh files so that they can 
be easily converted 


@ To help troubleshoot problems on the Windows platform 
after you’ve converted. 


Authorware has been designed to be consistent on the 
Macintosh and PC. But because the platforms differ, you’ll see 
variations between the two Authorware applications. In light 
of these variations, we’ve included guidelines for developing 
cross-platform applications. 


The best way to obtain predictable results is to convert your 
files often while authoring; this will surface problems before 
you have a lot of work to redo. 


How to convert an APM file 


Converting your Macintosh files is easy. 


1. 


Save the APM file you wish to convert and give it a DOS 
filename. Rename content libraries with DOS filenames, 
using the .APL extension. 


DOS filenames have a maximum of eight characters and an 
.APM extension, as in TESTFILE.APM. If you do not change 
the name of the file, your network operating system or file 
transfer software will shorten it. 


Convert any Director or QuickTime movies to Windows 
format. 


Before you transfer Director movies, you need to translate them 
using the Macromedia Gaffer, included with APW. This is 
explained in “Converting Director movies to Windows,” later in 
this book. 


Macintosh QuickTime movies must be saved with the Movie 
Converter in order to be played by the QuickTime for Windows 
player. This is explained in “Converting QuickTime movies to 
Windows.” 


Transfer the Macintosh file to the PC or a server accessible 
from the PC. Also transfer any externally stored files such 
as Authorware content libraries or Director movies. 

You can do this using Apple File Exchange, using a third-party 
utility such as MacLink or DOS Mounter, or by using electronic 
mail or your network. 


When transferring files through a file translator, make sure that 
you use binary filters or no filter. Certain translators alter the file 
so that APW cannot convert it. 


4. Open the file in APW. The Macintosh file is converted when 
it is opened in Authorware Professional for Windows. You 
will be prompted to rename the file. 


Save File As 


Converting a Macintosh Authorware file. Save the Windows 
version as: 


File Name: Directories: 
4. Noxamples 


fe d:\ 
(> apm 


> !apm_cou.rse 
> '!productivi 
@> examples 


List Files of Type: Drives: 


Authorware Window! ¥ d: \\trixie\skylat| # 


To show files that don’t have an .APW or .APM extension, 
choose All Files from the List Files of Type drop-down list. 

5. If your file contains linked libraries, you will be prompted 
to locate and convert them. 
Libraries must have the .APL extension for APW to recognize 
them. You can also convert Macintosh library files using the 
Open Library command. 


6. APW prompts you to locate external movies. 
If your file refers to QuickTime or Director movies, you need to 
relink them, since converting movies to Windows changes the 
name and location of the files. We recommend that you store 
movies in the same folder with APW2.EXE, RUNAPW2.EXE, 
or the application that you’re creating. 


You may need to readjust paths for external files such as libraries 
and movies in the File Setup dialog box or using the 
SearchPath variable, discussed in Using Variables & Functions. 


Note Keep the original Macintosh files. Once a file is converted to Windows, you 
cannot open it on the Macintosh. 


7. APW prompts you to remap fonts. 


set Font Mapping 


Missing font Replace Macintosh font: Chicago 
18432 Point (96 pixels) 
with: 
Windows fonts: Size: 


Replacement font and Arial #] © Map all sizes of this 
size Courier font using best match 
Courier New apd 
Fixedsys @ Choose point size 


manually: 


48 (74 pixels) 
60 (92 pixels 


72 (110 pixels) 


MS Sans Serif 
MS Serif 


Default font mapping 


Helvetica_48 (48 pixels] = Arial_48 (74 pixels) 

Helvetica.36 (36 pixels) = Arial.36 (57 pixels) 

Geneva.10 (13 pixels) = Modern.8 (14 pixels) 

Helvetica, 18 [18 pixels} = Arial, 12 (19 pixels} 
iP 15 


You can remap all fonts, map all sizes of a particular font, or 
choose point sizes manually. The scrolling list box at the bottom 
shows APW’s default font mappings, which are stored in the 
APW.INI file. 


8. Run the file on Windows. 
Compare the performance, timing, and appearance of graphics. 
You may want to modify to the Macintosh file and reconvert it. 


Note 


Converting Director movies to Windows 


Authorware Professional for Windows supports playing Director 
movies by loading the converted movie in the Movie Options dialog 
box. To convert Macintosh Director movies to Windows format, use 
the Gaffer application, supplied with APW on the Macintosh Gaffer 
disk. 


APW supports loading converted Director 3.1 movies; however unlike 
APM, it does not currently support interactivity created with Lingo, or 
any of the features added to Director after version 2.0. Use Director for 
animation; design interactivity in Authorware. 


4. 


Copy the Gaffer application from the Macintosh disk 
included with Authorware Professional for Windows to 
your Macintosh hard drive. 


Double-click the Gaffer application to open it. 


EL onuprt >> 


&) Warnings 


0 bytes selected 20.9 MB available 
in “Gaffer files” in “Gaffer files” 


Select Folder... Select Folder... 
New Folder... 


Click the Select Folder button on the left side of the dialog 
box. 


A directory dialog box appears. 


Select a folder that contains the movies you want to 
convert. Then click Open. 


When you select a folder, its name appears at the bottom of the 
dialog box. You can select multiple folders. 


5. When you have selected a folder, click the folder name at 
the bottom of the dialog box. 


© Gaffer v 


O CAD.mma re = Sergei 
© Converted movies 


O Gaffer dial box 2 
BINGE mate | 


0 New movies 


e. Scien acd, Ee 
D The Day | met Director 
© World tour 


Select Folder: 


The Gaffer window reappears. 


6. Follow steps 3 through 5 to select a destination folder. The 
destination folder can be the same as the source folder. 


7. Select the Director movie you want to convert from the 
scrolling list on the left. 


8. Click the Convert button. 
Gaffer converts the file, renaming it with a DOS filename. If you 
select the Warnings checkbox, Gaffer confirms the filename 
before renaming. 


9. Repeat until you have converted all the Director movies. 


10. Click the Quit button. 


TIP Gaffer needs at least twice as much memory as the largest castmember in your 
movie. If you have trouble converting a movie because of memory limitations, 
increase Gaffer’s memory partition by selecting Get Info in the Finder. 


Converting QuickTime movies to Windows 


Before you import QuickTime movies into APW, you must convert 
them using the Movie Converter supplied with QuickTime. 


1. Open the Movie Converter application on your Macintosh 
and open the QuickTime movie you wish to convert. 


2. Choose Save As from the File menu and give the movie a 
DOS filename. 


Movie Converter prompts you to rename the file. Use up to 
eight characters and the .MOV extension. 


i fube.gy — Lorelei 
ix tmpelene. at : 


it tiging Soreery.mane 2 


: Golden Gate Ri SuaseLOT fea 
i} Liftoff 


New file name: 


© Save normally (allowing dependencies) 
Estimated file size: 2K 

@® Make movie self-contained 
Estimated file size : 939K 


XX] Playable on non-Apple computers 


Eee ORONO 


3. Select “Make movie self-contained.” 
This deletes references to external files and is sometimes referred 
to as “flattening.” 


4. Check “Playable on non-Apple computers.” 


5. Save. 
The movie can now be imported into APW. The QuickTime 
driver (APQT.VDR) and the QuickTime for Windows DLLs 
must be in the same directory as APW or RunAPM, on both the 
authoring and delivery computers. Distribution of these files is 
subject to the licensing agreement of Apple Computer. 


Note 


Note 


QuickTime for Windows 1.0 currently supports only the five 
compressors available in QuickTime for Macintosh 1.0. These 
are Apple Animation, Apple Graphics, Apple None, Apple 
Photo - JPEG, and Apple Video. For more information about 
QuickTime, consult the QuickTime documentation or Apple 
Computer. 


Microsoft Video for Windows includes a Macintosh utility that allows you to 
convert Macintosh QuickTime movies to AVI. 


APW does not support changing the rate of playback for extemal movies. You 
also cannot play externally stored movies backward on Windows. These 
features are supported in APM. 


Guidelines for Macintosh authoring 


Following are some general guidelines for authoring on the 
Macintosh for playback under Windows. 


Anticipate environmental differences 


Because the Macintosh and PCs are very different, you'll see 
variances in speed and performance even if you use approximately 
equivalent machines with similar clock speeds. It’s important to test 
samples of your application on the target system while you are 
developing the application. 


Be sure to author using a presentation window size that works for all 
delivery systems. The Macintosh File Setup dialog box includes 
window options for VGA (640 x 480), 800 x 600, and 1024 x 768, to 
use for applications that run on the PC. 


Prevent undesirable color changes 


When you convert an APM file to Windows, colors are mapped to 
their nearest equivalents. The results depend on the color palettes 
used on each platform: 


@ Macintosh 256-color palette to Windows 256-color palette— 
Expect a very close color match, since the color palette in APW 
mimics the Macintosh system palette. However if you create 
graphics in Windows applications that use the standard Windows 
palette (rather than the APW palette), there will be variations. 
Checking Preserve System Colors in the Color Palette dialog box 
provides exactly the same palette, but overrides any setting in the 
Windows Color control panel, resulting in variances for the color 
of window borders, buttons, and other interface elements. 


@ Macintosh 256-color palette to Windows 16-color palette—The 
256 colors are mapped to their nearest equivalents in the 16-color 
palette. When you develop the Macintosh application, it’s best to 
select Use VGA Palette in the APM File Setup dialog box. 


10 


@ Macintosh 16-color palette to Windows 16-color palette— 
Because the Macintosh and Windows have different standard 
color palettes, you will notice some color variations when 
transferring files. For nearest color matching, select Use VGA 
Palette in the File Setup dialog box on the Macintosh. 


Effects 


The Macintosh and Windows programs have slightly different 
display, erase, and interaction effects options—APM has five 
additional effects. It’s best to use effects that are available on both 
platforms. When you convert an APM file to Windows, Macintosh 
effects are converted in the following way: 


Macintosh effect Windows effect 
Zoom to point Iris In 

Zoom from point Iris Out 

Zoom to line Remove Down 
Zoom from line Build Up 

Fade in and Fade out Mosaic 


Limit use of custom functions 


Macintosh custom functions (XCMDs and XFCNs) cannot be 
converted to Windows Authorware files. XCMDs and XFCNs must 
be reimplemented as Windows DLLs (dynamic link libraries). 


Fonts 


The Macintosh and Windows environments use different sets of 
fonts. If you’re designing cross-platform applications, experiment 
with font mapping while you’re authoring. 


To simplify font mapping, Authorware automatically maps Macintosh 
font references to Windows fonts during file conversion. Font 
mapping selections are stored in the Windows APW.INI file, and this 
information is used whenever files are converted. 


When you convert Macintosh files to Windows, Authorware maps 
fonts based on pixel line height rather than size. You can choose to 
have Authorware automatically converts Macintosh fonts to 
Windows fonts of equivalent pixel heights. 


Each platform uses a different character set. Some special characters in 
APM files may convert to different characters in APW. Below is a list 
of Macintosh special characters to avoid and a recommended 
substitute: 


Avoid Use 
¢ (bullet) * 


“aw 


(smart quotes) 


# (not equal) <> 
S (less than or equal to) <= 
2 (greater than or equal to) >= 
... (ellipsis) ... (three periods) 


Allow breathing room for text in displays in your APM files since the 
fonts in Windows and on the Macintosh are not identical. Avoid 
displays with tightly constrained text, such as text inside boxes. 
Center text inside a box and leave an extra margin in text objects to 
help compensate for font differences when you convert to Windows. 


Outline and shadow styles are not currently supported under 
Windows. Text in these styles in your Macintosh file will be 
displayed in bold in your Windows file. 


11 


12 


The most dependable of the standard fonts that ships with Windows 
3.1 are the VGA-resolution Times New Roman and Arial. Avoid 
vector-based “stick fonts,” which are for use with plotters and display 
poorly. If you need larger fonts, or if your fonts must convert exactly 
to maintain placement on the screen, you may want to screen capture 
the text using a utility like SnapPro or Hijack. 


Third-party vendors such as Adobe, Bitstream, Cassady & Greene, 
ZSoft, and Image Club specialize in fonts. Become familiar with their 
products. Font packaging is not supported under Windows 3.1 as it is 
in APM. If you choose a third-party font, remember that you’ll need 
to provide it on all delivery stations. 


With Windows 3.1, you can use TrueType fonts for a more 
consistent font environment on both platforms. If you use TrueType 
fonts in your cross-platform applications, keep in mind that the 
TrueType fonts must be available on the authoring and delivery 
machines on both platforms. 


PICTs 


PICT format graphics are widely used on the Macintosh. However 
translating PICT graphics to Windows creates problems. Generally, if 
you are converting your Authorware applications to Windows, use 
bitmapped graphics. Although APW supports importing Macintosh 
PICTs, most Macintosh applications that save in PICT format have 
features that are not supported on Windows. 


APM includes options to Paste as PICT or Paste as Multiple Objects 
to optimize PICT images on the Macintosh applications. However, 
since special effects such as spray can objects, grayscale gradients, or 
mask regions produce unpredictable results when converted to 
Windows, don’t import graphics as multiple objects or use the Paste 
as PICT command on the Macintosh. The Macintosh graphic will 
convert more cleanly to Windows. 


If you have doubts about converting graphics files, import them into 
APM and convert the file to APW for a test run. You can also save 
the graphics with the .PIC extension and import them directly into 
APW. Do this before you have created intricate graphics with custom 
file formats that aren’t supported on both platforms. Alternately, if 
you do a lot of cross-platform authoring, you may want to use a 
graphics application that is supported on both Macintosh and 
Windows, such as Aldus IntelliDraw or Adobe Photoshop. 


13 


Troubleshooting 


14 


APM file won’t open on Windows because it uses too many 
icons 


APM has a limit per file of approximately 32,000 icons, while APW 
has a limit of 16,000 icons, so if you create an APM file with more 
than 16,000 icons, it will not open on Windows. Break the APM file 
into smaller components. In general, you might want to limit files to 
3,000 or 4,000 icons. This makes it easier to manage. 


APM models don’t convert 


Although APW supports models, it cannot open APM models in 
version 2.0. If you have models to convert, you must paste them into 
APM files and convert those to APW and then create new Windows 
versions of your models. 


PICT images don’t convert correctly 


If this occurs, open the original graphic on the Macintosh in the 
application that created it and convert the file to a bitmap. You can 
do this with a screen capture utility or using software like Aldus 
SuperPaint, which supports both PICT and Paint format graphics. 
Then reimport the file into APM and convert to APW, or import the 
graphic directly into APW. 


Imported PICT graphics display with substituted fonts 


Although APW maps fonts during conversion, font mapping is 
supported only for Authorware files. Font mapping does not affect 
PICT graphicsimported into APW, so display text will automatically 
be converted to the Windows system font. 


Underlined text differs from font to font 


If you use underlined text in your APM files, you may not like the 
results when text is converted. On Windows, underlining depends on 
the size of the font, so the underlining for a 72-point word will not 
appear the same as for a 10-point word. 


Font mapping converts size of font 


Font sizes are mapped based on the line height in pixels. Because the 
screen dimensions for Macintosh and Windows can differ, APW 
attempts to maintain the vertical dimension of a font but may not 
preserve the original size. Font mapping information is stored in the 
APW.INI file. To reselect fonts, delete the APW.INI settings. 


Scrolling text doesn’t work 


Although APW does not have a custom function comparable to 
ScrollEdit XCMD, the Windows application does support scrolling 
text. Select the text object and choose Scrolling Text from the Text 
menu. 


White line displays on VGA monitor when converted from 
13-inch Macintosh screen 


Files created for 13-inch Macintosh monitors fit almost perfectly on a 
VGA display. However the default menu bar in Windows is one 
pixel smaller, so an extra pixel appears as a white line at the bottom of 
the screen. Set the background color in the File Setup dialog box so 
that the white line doesn’t appear. 


Movies don’t use options selected in APM 


External movies cannot have their frame rate adjusted in APW, nor 
can they be played backward. 


Interactivity scripted with Lingo in Director is not currently 
supported in APW. 


15 


External movie conversion requires relinking because 
filenames are changed 


If your APM file refers to an external movie, APW looks for the same 
filename. When you convert a QuickTime or Director movie, you 
generally change the filename of the converted file, adding an .MOV 
or .MMM extension. APW prompts you to locate movies when you 
first convert the APM file. 


Sounds don’t play 


Macintosh computers have built-in sound capability up to 22 
kilohertz. Windows computers must have a sound card installed in 
order to play back sounds in APW files. Windows 3.0 requires the 
multimedia extensions in order to play sounds. 


Some Windows sound cards do not support speed changes in sounds. 
Test your sound card to see whether you can change the rate of 
playback; if you can’t, use a sound editor to change the rate of 
playback before importing the sound into APW. 


If your applications will run on PCs that may not have sound cards, 
include a visual clue wherever a sound plays. For example, include a 
balloon with the word “Honk” to replace a horn sound. 


QuickTime movies that are composed only of sounds are not 
supported in QuickTime for Windows. 


MACROMEDIA 


Authorware Professional, Macromedia, and MacroMind Director are trademarks of Macromedia, and Authorware 
and MacroMind are registered trademarks of Macromedia, Inc. All other trademarks are the property of their 


respective owners. 


Copyright © 1993 Macromedia, Inc. All rights reserved. This manual may not be copied, 
photocopied, reproduced, translated, or converted to any electronic or machine-readable form in 
whole or in part without prior written approval of Macromedia, Inc. 


First Edition: January 1993 


Macromedia, Inc. 
600 Townsend St. 
San Francisco, CA 94103